(SwiftUI change detection) What is wrong with this piece of code? - swiftui

When debugging an issue with an app I am working on, I managed to shrink it down to this minimal example:
class RadioModel: ObservableObject {
#Published var selected: Int = 0
}
struct RadioButton: View {
let idx: Int
#EnvironmentObject var radioModel: RadioModel
var body: some View {
Button(action: {
self.radioModel.selected = self.idx
}, label: {
if radioModel.selected == idx {
Text("Button \(idx)").background(Color.yellow)
} else {
Text("Button \(idx)")
}
})
}
}
struct RadioListTest: View {
#ObservedObject var radioModel = RadioModel()
var body: some View {
return VStack {
Text("You selected: \(radioModel.selected)")
RadioButton(idx: 0)
RadioButton(idx: 1)
RadioButton(idx: 2)
}.environmentObject(radioModel)
}
}
struct ContentView: View {
#State var refreshDate = Date()
func refresh() {
print("Refreshing...")
self.refreshDate = Date()
}
var body: some View {
VStack {
Text("\(refreshDate)")
HStack {
Button(action: {
self.refresh()
}, label: {
Text("Refresh")
})
RadioListTest()
}
}
}
}
This code looks pretty reasonable to me, although it exhibit a peculiar bug: when I hit the Refresh button, the radio buttons stop working. The radio buttons are not refreshed, and keep a reference to the old RadioModel instance, so when I click them they update that, and not the new one created after Refresh causes a new RadioListTest to be constructed. I suspect there is something wrong in the way I use EnvironmentObjects but I didn't find any reference suggesting that what I am doing is wrong. I know I could fix this particular problem in various ways that force a refresh in the radio buttons, but I would like to be able to understand which cases require a refresh forcing hack, I can't sprinkle the code with these just because "better safe than sorry", the performance is going to be hell if I have to redraw everything every time I make a modification.
edit: a clarification. The thing that is weird in my opinion and for which I would want an explanation, is this: why on refresh the RadioListTest is re-created (together with a new RadioModel) and its body re-evaluated but RadioButtons are created and the body properties are not evaluated, but the previous body is used. They both have only a view model as state, the same view model actually, but one have it as ObservedObject and the other as EnvironmentObject. I suspect it is a misuse of EnvironmentObject that I am doing, but I can't find any reference to why it is wrong

this works: (yes, i know, you know how to solve it, but i think this would be the "right" way.
problem is this line:
struct RadioListTest: View {
#ObservedObject var radioModel = RadioModel(). <<< problem
because the radioModel will be newly created each time the RadioListTest view is refreshed, so just create the instance one view above and it won't be created on every refresh (or do you want it to be created every time?!)
class RadioModel: ObservableObject {
#Published var selected: Int = 0
init() {
print("init radiomodel")
}
}
struct RadioButton<Content: View>: View {
let idx: Int
#EnvironmentObject var radioModel: RadioModel
var body: some View {
Button(action: {
self.radioModel.selected = self.idx
}, label: {
if radioModel.selected == idx {
Text("Button \(idx)").background(Color.yellow)
} else {
Text("Button \(idx)")
}
})
}
}
struct RadioListTest: View {
#EnvironmentObject var radioModel: RadioModel
var body: some View {
return VStack {
Text("You selected: \(radioModel.selected)")
RadioButton<Text>(idx: 0)
RadioButton<Text>(idx: 1)
RadioButton<Text>(idx: 2)
}.environmentObject(radioModel)
}
}
struct ContentView: View {
#ObservedObject var radioModel = RadioModel()
#State var refreshDate = Date()
func refresh() {
print("Refreshing...")
self.refreshDate = Date()
}
var body: some View {
VStack {
Text("\(refreshDate)")
HStack {
Button(action: {
self.refresh()
}, label: {
Text("Refresh")
})
RadioListTest().environmentObject(radioModel)
}
}
}
}

What is wrong with this piece of code?
Your RadioListTest subview is not updated on refresh() because it does not depend on changed parameter (refreshDate in this case), so SwiftUI rendering engine assume it is equal to previously created and does nothing with it:
HStack {
Button(action: {
self.refresh()
}, label: {
Text("Refresh")
})
RadioListTest() // << here !!
}
so the solution is to make this view dependent somehow on changed parameter, if it is required of course, and here fixed variant
RadioListTest().id(refreshDate)

Related

SwiftUI - TabView/NavigationLink navigation breaks when using a custom binding

I'm having trouble with what I think may be a bug, but most likely me doing something wrong.
I have a slightly complex navigation state variable in my model that I'm using for tracking/setting state between tab and sidebar presentations when multitasking on iPad. That all works fine except in tab mode, once I use a navigation link once I can't seem to use one again, whether the binding is on my tab view or navigation links in a list.
Would really appreciate any thoughts on this,
Cheers!
Example
NavigationItem.swift
enum SubNavigationItem: Hashable {
case overview, user, hobby
}
enum NavigationItem: Hashable {
case home(SubNavigationItem)
case settings
}
Model.swift
final class Model: ObservableObject {
#Published var selectedTab: NavigationItem = .home(.overview)
}
SwiftUIApp.swift
#main
struct SwiftUIApp: App {
#StateObject var model = Model()
var body: some Scene {
WindowGroup {
ContentView()
.environmentObject(model)
}
}
}
ContentView.swift
struct ContentView: View {
var body: some View {
AppTabNavigation()
}
}
AppTabNavigation.swift
struct AppTabNavigation: View {
#EnvironmentObject private var model: Model
var body: some View {
TabView(selection: $model.selectedTab) {
NavigationView {
HomeView()
}
.tabItem {
Label("Home", systemImage: "house")
}
.tag(NavigationItem.home(.overview))
NavigationView {
Text("Settings View")
}
.tabItem {
Label("Settings", systemImage: "gear")
}
.tag(NavigationItem.settings)
}
}
}
HomeView.swift
I created a binding here because selection required an optional <NavigationItem?> not
struct HomeView: View {
#EnvironmentObject private var model: Model
var body: some View {
let binding = Binding<NavigationItem?>(
get: {
model.selectedTab
},
set: {
guard let item = $0 else { return }
model.selectedTab = item
}
)
List {
NavigationLink(
destination: Text("Users"),
tag: .home(.user),
selection: binding
) {
Text("Users")
}
NavigationLink(
destination: Text("Hobbies"),
tag: .home(.hobby),
selection: binding
) {
Text("Hobbies")
}
}
.navigationTitle("Home")
}
}
Second Attempt
I tried making the selectedTab property optional as #Lorem Ipsum suggested. Which means I can remove the binding there. But then the TabView doesn't work with the property. So I create a binding for that and have the same issue but with the tab bar!
Make the selected tab optional
#Published var selectedTab: NavigationItem? = .home(.overview)
And get rid of that makeshift binding variable. Just use the variable
$model.selectedTab
If the variable can never be nil then something is always selected IAW with that makeshift variable it will just keep the last value.

SwiftUI TabView index view not respecting page view index

My goal is to keep the source of truth for the current TabView index within app state. But I'm not seeing the behaviour I expect from the SwiftUI TabView index indicator.
What I can do is have one of either two outcomes: Have the binding update the source of truth properly, OR have the indicator work as expected. I can't seem to have both.
I've stripped down my code to a test case below. I expect the TabView index view (the indicator) to update and display the current view's index position in the array of the TabView's content (relatively of course, so + 1).
What happens is that the index doesn't update at all. In the original code it actually lags by one..
Can anyone with more experience with this setup offer any suggestions or point out where I'm going wrong?
import SwiftUI
class Item: Identifiable {
let id = Int.random(in: 0..<1000)
}
class SourceOfTruth: ObservableObject {
#Published var items: [Item] = [Item(), Item(), Item()]
/// Source of truth for app state
var _selectedItem: Int? {
willSet {
print("\(newValue ?? 0)")
}
}
/// Exposed SwiftUI binding
public lazy var selectedItem: Binding<Int> = Binding<Int>(get: {
self._selectedItem ?? -1
}, set: {
self._selectedItem = $0
})
init () {
_selectedItem = items.first?.id
}
}
struct BindingTestView: View {
#EnvironmentObject var appState: SourceOfTruth
var body: some View {
if appState.items.count > 0 {
TabView(selection: appState.selectedItem) {
ForEach(appState.items) { item in
Text("\(item.id)")
.tag(item.id)
}
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .always))
.indexViewStyle(PageIndexViewStyle(backgroundDisplayMode: .always))
} else {
Text("No items")
}
}
}
#main
struct SwiftUICombineTestingApp: App {
let appState = SourceOfTruth()
var body: some Scene {
WindowGroup {
BindingTestView().environmentObject(appState)
}
}
}
You need to add #Published so the variable can be observed by the view:
#Published var _selectedItem: Int? {
willSet {
print("\(newValue ?? 0)")
}
}

SwifUI onAppear gets called twice

Q1: Why are onAppears called twice?
Q2: Alternatively, where can I make my network call?
I have placed onAppears at a few different place in my code and they are all called twice. Ultimately, I'm trying to make a network call before displaying the next view so if you know of a way to do that without using onAppear, I'm all ears.
I have also tried to place and remove a ForEach inside my Lists and it doesn't change anything.
Xcode 12 Beta 3 -> Target iOs 14
CoreData enabled but not used yet
struct ChannelListView: View {
#EnvironmentObject var channelStore: ChannelStore
#State private var searchText = ""
#ObservedObject private var networking = Networking()
var body: some View {
NavigationView {
VStack {
SearchBar(text: $searchText)
.padding(.top, 20)
List() {
ForEach(channelStore.allChannels) { channel in
NavigationLink(destination: VideoListView(channel: channel)
.onAppear(perform: {
print("PREVIOUS VIEW ON APPEAR")
})) {
ChannelRowView(channel: channel)
}
}
.listStyle(GroupedListStyle())
}
.navigationTitle("Channels")
}
}
}
}
struct VideoListView: View {
#EnvironmentObject var videoStore: VideoStore
#EnvironmentObject var channelStore: ChannelStore
#ObservedObject private var networking = Networking()
var channel: Channel
var body: some View {
List(videoStore.allVideos) { video in
VideoRowView(video: video)
}
.onAppear(perform: {
print("LIST ON APPEAR")
})
.navigationTitle("Videos")
.navigationBarItems(trailing: Button(action: {
networking.getTopVideos(channelID: channel.channelId) { (videos) in
var videoIdArray = [String]()
videoStore.allVideos = videos
for video in videoStore.allVideos {
videoIdArray.append(video.videoID)
}
for (index, var video) in videoStore.allVideos.enumerated() {
networking.getViewCount(videoID: videoIdArray[index]) { (viewCount) in
video.viewCount = viewCount
videoStore.allVideos[index] = video
networking.setVideoThumbnail(video: video) { (image) in
video.thumbnailImage = image
videoStore.allVideos[index] = video
}
}
}
}
}) {
Text("Button")
})
.onAppear(perform: {
print("BOTTOM ON APPEAR")
})
}
}
I had the same exact issue.
What I did was the following:
struct ContentView: View {
#State var didAppear = false
#State var appearCount = 0
var body: some View {
Text("Appeared Count: \(appearrCount)"
.onAppear(perform: onLoad)
}
func onLoad() {
if !didAppear {
appearCount += 1
//This is where I loaded my coreData information into normal arrays
}
didAppear = true
}
}
This solves it by making sure only what's inside the the if conditional inside of onLoad() will run once.
Update: Someone on the Apple Developer forums has filed a ticket and Apple is aware of the issue. My solution is a temporary hack until Apple addresses the problem.
I've been using something like this
import SwiftUI
struct OnFirstAppearModifier: ViewModifier {
let perform:() -> Void
#State private var firstTime: Bool = true
func body(content: Content) -> some View {
content
.onAppear{
if firstTime{
firstTime = false
self.perform()
}
}
}
}
extension View {
func onFirstAppear( perform: #escaping () -> Void ) -> some View {
return self.modifier(OnFirstAppearModifier(perform: perform))
}
}
and I use it instead of .onAppear()
.onFirstAppear{
self.vm.fetchData()
}
you can create a bool variable to check if first appear
struct VideoListView: View {
#State var firstAppear: Bool = true
var body: some View {
List {
Text("")
}
.onAppear(perform: {
if !self.firstAppear { return }
print("BOTTOM ON APPEAR")
self.firstAppear = false
})
}
}
Let us assume you are now designing a SwiftUI and your PM is also a physicist and philosopher. One day he tells you we should to unify UIView and UIViewController, like Quantum Mechanics and the Theory of Relativity. OK, you are like-minded with your leader, voting for "Simplicity is Tao", and create an atom named "View". Now you say: "View is everything, view is all". That sounds awesome and seems feasible. Well, you commit the code and tell the PM….
onAppear and onDisAppear exists in every view, but what you really need is a Page lifecycle callback. If you use onAppear like viewDidAppear, then you get two problems:
Being influenced by the parent, the child view will rebuild more than one time, causing onAppear to be called many times.
SwiftUI is closed source, but you should know this: view = f(view). So, onAppear will run to return a new View, which is why onAppear is called twice.
I want to tell you onAppear is right! You MUST CHANGE YOUR IDEAS. Don’t run lifecycle code in onAppear and onDisAppear! You should run that code in the "Behavior area". For example, in a button navigating to a new page.
You can create the first appear function for this bug
extension View {
/// Fix the SwiftUI bug for onAppear twice in subviews
/// - Parameters:
/// - perform: perform the action when appear
func onFirstAppear(perform: #escaping () -> Void) -> some View {
let kAppearAction = "appear_action"
let queue = OperationQueue.main
let delayOperation = BlockOperation {
Thread.sleep(forTimeInterval: 0.001)
}
let appearOperation = BlockOperation {
perform()
}
appearOperation.name = kAppearAction
appearOperation.addDependency(delayOperation)
return onAppear {
if !delayOperation.isFinished, !delayOperation.isExecuting {
queue.addOperation(delayOperation)
}
if !appearOperation.isFinished, !appearOperation.isExecuting {
queue.addOperation(appearOperation)
}
}
.onDisappear {
queue.operations
.first { $0.name == kAppearAction }?
.cancel()
}
}
}
For everyone still having this issue and using a NavigationView. Add this line to the root NavigationView() and it should fix the problem.
.navigationViewStyle(StackNavigationViewStyle())
From everything I have tried, this is the only thing that worked.
We don't have to do it on .onAppear(perform)
This can be done on init of View
In case someone else is in my boat, here is how I solved it for now:
struct ChannelListView: View {
#State private var searchText = ""
#State private var isNavLinkActive: Bool = false
#EnvironmentObject var channelStore: ChannelStore
#ObservedObject private var networking = Networking()
var body: some View {
NavigationView {
VStack {
SearchBar(text: $searchText)
.padding(.top, 20)
List(channelStore.allChannels) { channel in
ZStack {
NavigationLink(destination: VideoListView(channel: channel)) {
ChannelRowView(channel: channel)
}
HStack {
Spacer()
Button {
isNavLinkActive = true
// Place action/network call here
} label: {
Image(systemName: "arrow.right")
}
.foregroundColor(.gray)
}
}
.listStyle(GroupedListStyle())
}
.navigationTitle("Channels")
}
}
}
}
I've got this app:
#main
struct StoriesApp: App {
var body: some Scene {
WindowGroup {
TabView {
NavigationView {
StoriesView()
}
}
}
}
}
And here is my StoriesView:
// ISSUE
struct StoriesView: View {
#State var items: [Int] = []
var body: some View {
List {
ForEach(items, id: \.self) { id in
StoryCellView(id: id)
}
}
.onAppear(perform: onAppear)
}
private func onAppear() {
///////////////////////////////////
// Gets called 2 times on app start <--------
///////////////////////////////////
}
}
I've resolved the issue by measuring the diff time between onAppear() calls. According to my observations double calls of onAppear() happen between 0.02 and 0.45 seconds:
// SOLUTION
struct StoriesView: View {
#State var items: [Int] = []
#State private var didAppearTimeInterval: TimeInterval = 0
var body: some View {
List {
ForEach(items, id: \.self) { id in
StoryCellView(id: id)
}
}
.onAppear(perform: onAppear)
}
private func onAppear() {
if Date().timeIntervalSince1970 - didAppearTimeInterval > 0.5 {
///////////////////////////////////////
// Gets called only once in 0.5 seconds <-----------
///////////////////////////////////////
}
didAppearTimeInterval = Date().timeIntervalSince1970
}
}
In my case, I found that a few views up the hierarchy, .onAppear() (and .onDisappear()) was only being called once, as expected. I used that to post notifications that I listen to down in the views that need to take action on those events. It’s a gross hack, and I’ve verified that the bug is fixed in iOS 15b1, but Apple really needs to backport the fix.

PresentationMode.dismiss weird behaviour when using multiple NavigationLinks inside ForEach

My app has 4 views (let's call them View_A[root] -> View_B -> View_C -> View_D). The navigation between them was made using NavigationView/NavigationLink.
When I call self.presentationMode.wrappedValue.dismiss() from the last view(View_D) I expect it to dismiss the current view (D) only, but for some reason it dismissed ALL the views and stops at view A (root view).
That's weird.
I spent a couple of hours trying to figure out what's going on there and I found that
- if I remove "ForEach" from "View_A" it works correctly and only the last view is dismissed. Even though ForEach gets just 1 static object in this example.
The second weird thing is that
- if I don't change "self.thisSession.stats" to false it also works correctly dismissing only the last view.
This is super weird as View_A (as far as I understand) is not dependent on thisSession environment variable.
Any ideas on how to prevent View_C and View_B from being dismissed in this case? I wanna end up at View_C after clicking the link, not at View_A.
Any help is appreciated, it took me a while to find out where it comes from but I'm not smart enough to proceed any further ;)
import SwiftUI
struct A_View: View {
#EnvironmentObject var thisSession: CurrentSession
var body: some View {
NavigationView {
VStack {
Text("View A")
ForEach([TestObject()], id: \.id) { _ in
NavigationLink(destination: View_B() ) {
Text("Move to View B")
}
}
}
}
}
}
struct View_B: View {
var body: some View {
NavigationView {
NavigationLink(destination: View_C()
) {
Text("GO TO VIEW C")
}
}
}
}
struct View_C: View {
var body: some View {
ZStack {
NavigationView {
NavigationLink(destination: View_D()) {
Text("GO TO VIEW D")
}
}
}
}
}
struct View_D: View {
#EnvironmentObject var thisSession: CurrentSession
#Environment(\.presentationMode) var presentationMode: Binding<PresentationMode>
var body: some View {
ZStack {
VStack {
Button(action: {
self.thisSession.stats = false
self.presentationMode.wrappedValue.dismiss()
}) {
Text("Return!")
}
}
}
}
}
class CurrentSession: ObservableObject {
#Published var stats: Bool = false
#Published var user: String = "user"
}
struct TestObject: Identifiable, Codable {
let id = UUID()
}
Your issue is with:
NavigationView
There is only supposed to be one NavigationView in an entire view stack. Try removing the NavigationView from views B and C

Passing data between two views

I wanted to create quiet a simple app on watchOS 6, but after Apple has changed the ObjectBindig in Xcode 11 beta 5 my App does not run anymore. I simply want to synchronize data between two Views.
So I have rewritten my App with the new #Published, but I can't really set it up:
class UserInput: ObservableObject {
#Published var score: Int = 0
}
struct ContentView: View {
#ObservedObject var input = UserInput()
var body: some View {
VStack {
Text("Hello World\(self.input.score)")
Button(action: {self.input.score += 1})
{
Text("Adder")
}
NavigationLink(destination: secondScreen()) {
Text("Next View")
}
}
}
}
struct secondScreen: View {
#ObservedObject var input = UserInput()
var body: some View {
VStack {
Text("Button has been pushed \(input.score)")
Button(action: {self.input.score += 1
}) {
Text("Adder")
}
}
}
}
Your code has a couple of errors:
1) You didn't put your ContentView in a NavigationView, so the navigation between the two views never happened.
2) You used data binding in a wrong way. If you need the second view to rely on some state belonging to the first view you need to pass a binding to that state to the second view. Both in your first view and in your second view you had an #ObservedObject created inline:
#ObservedObject var input = UserInput()
so, the first view and the second one worked with two totally different objects. Instead, you are interested in sharing the score between the views. Let the first view own the UserInput object and just pass a binding to the score integer to the second view. This way both the views will work on the same value (you can copy paste the code below and try yourself).
import SwiftUI
class UserInput: ObservableObject {
#Published var score: Int = 0
}
struct ContentView: View {
#ObservedObject var input = UserInput()
var body: some View {
NavigationView {
VStack {
Text("Hello World\(self.input.score)")
Button(action: {self.input.score += 1})
{
Text("Adder")
}
NavigationLink(destination: secondScreen(score: self.$input.score)) {
Text("Next View")
}
}
}
}
}
struct secondScreen: View {
#Binding var score: Int
var body: some View {
VStack {
Text("Button has been pushed \(score)")
Button(action: {self.score += 1
}) {
Text("Adder")
}
}
}
}
#if DEBUG
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
#endif
If you really need it you can even pass the entire UserInput object to the second view:
import SwiftUI
class UserInput: ObservableObject {
#Published var score: Int = 0
}
struct ContentView: View {
#ObservedObject var input = UserInput() //please, note the difference between this...
var body: some View {
NavigationView {
VStack {
Text("Hello World\(self.input.score)")
Button(action: {self.input.score += 1})
{
Text("Adder")
}
NavigationLink(destination: secondScreen(input: self.input)) {
Text("Next View")
}
}
}
}
}
struct secondScreen: View {
#ObservedObject var input: UserInput //... and this!
var body: some View {
VStack {
Text("Button has been pushed \(input.score)")
Button(action: {self.input.score += 1
}) {
Text("Adder")
}
}
}
}
#if DEBUG
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
#endif
I tried a lot of different approaches on how to pass data from one view to another and came up with a solution that fits for simple and complex views / view models.
Version
Apple Swift version 5.3.1 (swiftlang-1200.0.41 clang-1200.0.32.8)
This solution works with iOS 14.0 upwards, because you need the .onChange() view modifier. The example is written in Swift Playgrounds. If you need an onChange like modifier for lower versions, you should write your own modifier.
Main View
The main view has a #StateObject viewModel handling all of the views logic, like the button tap and the "data" (testingID: String) -> Check the ViewModel
struct TestMainView: View {
#StateObject var viewModel: ViewModel = .init()
var body: some View {
VStack {
Button(action: { self.viewModel.didTapButton() }) {
Text("TAP")
}
Spacer()
SubView(text: $viewModel.testingID)
}.frame(width: 300, height: 400)
}
}
Main View Model (ViewModel)
The viewModel publishes a testID: String?. This testID can be any kind of object (e.g. configuration object a.s.o, you name it), for this example it is just a string also needed in the sub view.
final class ViewModel: ObservableObject {
#Published var testingID: String?
func didTapButton() {
self.testingID = UUID().uuidString
}
}
So by tapping the button, our ViewModel will update the testID. We also want this testID in our SubView and if it changes, we also want our SubView to recognize and handle these changes. Through the ViewModel #Published var testingID we are able to publish changes to our view. Now let's take a look at our SubView and SubViewModel.
SubView
So the SubView has its own #StateObject to handle its own logic. It is completely separated from other views and ViewModels. In this example the SubView only presents the testID from its MainView. But remember, it can be any kind of object like presets and configurations for a database request.
struct SubView: View {
#StateObject var viewModel: SubviewModel = .init()
#Binding var test: String?
init(text: Binding<String?>) {
self._test = text
}
var body: some View {
Text(self.viewModel.subViewText ?? "no text")
.onChange(of: self.test) { (text) in
self.viewModel.updateText(text: text)
}
.onAppear(perform: { self.viewModel.updateText(text: test) })
}
}
To "connect" our testingID published by our MainViewModel we initialize our SubView with a #Binding. So now we have the same testingID in our SubView. But we don't want to use it in the view directly, instead we need to pass the data into our SubViewModel, remember our SubViewModel is a #StateObject to handle all the logic. And we can't pass the value into our #StateObject during view initialization. Also if the data (testingID: String) changes in our MainViewModel, our SubViewModel should recognize and handle these changes.
Therefore we are using two ViewModifiers.
onChange
.onChange(of: self.test) { (text) in
self.viewModel.updateText(text: text)
}
The onChange modifier subscribes to changes in our #Binding property. So if it changes, these changes get passed to our SubViewModel. Note that your property needs to be Equatable. If you pass a more complex object, like a Struct, make sure to implement this protocol in your Struct.
onAppear
We need onAppear to handle the "first initial data" because onChange doesn't fire the first time your view gets initialized. It is only for changes.
.onAppear(perform: { self.viewModel.updateText(text: test) })
Ok and here is the SubViewModel, nothing more to explain to this one I guess.
class SubviewModel: ObservableObject {
#Published var subViewText: String?
func updateText(text: String?) {
self.subViewText = text
}
}
Now your data is in sync between your MainViewModel and SubViewModel and this approach works for large views with many subviews and subviews of these subviews and so on. It also keeps your views and corresponding viewModels enclosed with high reusability.
Working Example
Playground on GitHub:
https://github.com/luca251117/PassingDataBetweenViewModels
Additional Notes
Why I use onAppear and onChange instead of only onReceive: It appears that replacing these two modifiers with onReceive leads to a continuous data stream firing the SubViewModel updateText multiple times. If you need to stream data for presentation, it could be fine but if you want to handle network calls for example, this can lead to problems. That's why I prefer the "two modifier approach".
Personal Note: Please don't modify the StateObject outside the corresponding view's scope. Even if it is somehow possible, it is not what its meant for.
My question is still related to how to pass data between two views but I have a more complicated JSON data set and I am running into problems both with the passing the data and with it's initialization. I have something that works but I am sure it is not correct. Here is the code. Help!!!!
/ File: simpleContentView.swift
import SwiftUI
// Following is the more complicated #ObservedObject (Buddy and class Buddies)
struct Buddy : Codable, Identifiable, Hashable {
var id = UUID()
var TheirNames: TheirNames
var dob: String = ""
var school: String = ""
enum CodingKeys1: String, CodingKey {
case id = "id"
case Names = "Names"
case dob = "dob"
case school = "school"
}
}
struct TheirNames : Codable, Identifiable, Hashable {
var id = UUID()
var first: String = ""
var middle: String = ""
var last: String = ""
enum CodingKeys2: String, CodingKey {
case id = "id"
case first = "first"
case last = "last"
}
}
class Buddies: ObservableObject {
#Published var items: [Buddy] {
didSet {
let encoder = JSONEncoder()
if let encoded = try? encoder.encode(items) {UserDefaults.standard.set(encoded, forKey: "Items")}
}
}
#Published var buddy: Buddy
init() {
if let items = UserDefaults.standard.data(forKey: "Items") {
let decoder = JSONDecoder()
if let decoded = try? decoder.decode([Buddy].self, from: items) {
self.items = decoded
// ??? How to initialize here
self.buddy = Buddy(TheirNames: TheirNames(first: "c", middle: "r", last: "c"), dob: "1/1/1900", school: "hard nocks")
return
}
}
// ??? How to initialize here
self.buddy = Buddy(TheirNames: TheirNames(first: "c", middle: "r", last: "c"), dob: "1/1/1900", school: "hard nocks")
self.items = []
}
}
struct simpleContentView: View {
#Environment(\.presentationMode) var presentationMode
#State private var showingSheet = true
#ObservedObject var buddies = Buddies()
var body: some View {
VStack {
Text("Simple View")
Button(action: {self.showingSheet.toggle()}) {Image(systemName: "triangle")
}.sheet(isPresented: $showingSheet) {
simpleDetailView(buddies: self.buddies, item: self.buddies.buddy)}
}
}
}
struct simpleContentView_Previews: PreviewProvider {
static var previews: some View {
simpleContentView()
}
}
// End of File: simpleContentView.swift
// This is in a separate file: simpleDetailView.swift
import SwiftUI
struct simpleDetailView: View {
#Environment(\.presentationMode) var presentationMode
#ObservedObject var buddies = Buddies()
var item: Buddy
var body: some View {
VStack {
Text(/*#START_MENU_TOKEN#*/"Hello, World!"/*#END_MENU_TOKEN#*/)
Text("First Name = \(item.TheirNames.first)")
Button(action: {self.presentationMode.wrappedValue.dismiss()}){ Text("return"); Image(systemName: "gobackward")}
}
}
}
// ??? Correct way to make preview call
struct simpleDetailView_Previews: PreviewProvider {
static var previews: some View {
// ??? Correct way to call here
simpleDetailView(item: Buddy(TheirNames: TheirNames(first: "", middle: "", last: ""), dob: "", school: "") )
}
}
// end of: simpleDetailView.swift
Using directly #State variable will help you to achieve this, but if you want to sync that variable for both the screens using view model or #Published, this is what you can do. As the #State won't be binded to the #Published property. To achieve this follow these steps.
Step1: - Create a delegate to bind the value on pop or disappearing.
protocol BindingDelegate {
func updateOnPop(value : Int)
}
Step 2:- Follow the code base for Content View
class UserInput: ObservableObject {
#Published var score: Int = 0
}
struct ContentView: View , BindingDelegate {
#ObservedObject var input = UserInput()
#State var navIndex : Int? = nil
var body: some View {
NavigationView {
VStack {
Text("Hello World\(self.input.score)")
Button(action: {self.input.score += 1}) {
Text("Adder")
}
ZStack {
NavigationLink(destination: secondScreen(score: self.$input.score,
del: self, navIndex: $navIndex),
tag: 1, selection: $navIndex) {
EmptyView()
}
Button(action: {
self.navIndex = 1
}) {
Text("Next View")
}
}
}
}
}
func updateOnPop(value: Int) {
self.input.score = value
}
}
Step 3: Follow these steps for secondScreen
final class ViewModel : ObservableObject {
#Published var score : Int
init(_ value : Int) {
self.score = value
}
}
struct secondScreen: View {
#Binding var score: Int
#Binding var navIndex : Int?
#ObservedObject private var vm : ViewModel
var delegate : BindingDelegate?
init(score : Binding<Int>, del : BindingDelegate, navIndex : Binding<Int?>) {
self._score = score
self._navIndex = navIndex
self.delegate = del
self.vm = ViewModel(score.wrappedValue)
}
private var btnBack : some View { Button(action: {
self.delegate?.updateOnPop(value: self.vm.score)
self.navIndex = nil
}) {
HStack {
Text("Back")
}
}
}
var body: some View {
VStack {
Text("Button has been pushed \(vm.score)")
Button(action: {
self.vm.score += 1
}) {
Text("Adder")
}
}
.navigationBarBackButtonHidden(true)
.navigationBarItems(leading: btnBack)
}
}