I want to have my content view display data that is global to the app and manipulated outside of the content view itself.
Does swift have a binding to allow outside variables?
I have created what I think is the most basic of applications:
//
// myTestxApp.swift
// myTestx
import SwiftUI
var myStng = "Hello\n"
var myArray = ["Hello\n"]
func myTest(){
myStng.append("Hello\n")
myArray.append("Hello\n")
print(myStng,myArray)
}
#main
struct myTestxApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
//
// ContentView.swift
// myTestx
import SwiftUI
struct ContentView: View {
#State var i = myStng
#State var j = myArray
var body: some View {
VStack{
Button( action: myTest ){ Text("Update") }
List{ Text(i).padding() }
List{ ForEach(myArray, id: \.self)
{ i in Text(i).padding()} }
} //end VStack
} //end View
} //end ContentView
I declare two app global variables, have an external function where they are updated, and for this example, a view with a calling button to the function and List areas for the updated results tied via #State variables. In my planned app, the update functions would be part of the data processing activity. I want to be able to edit data and have the content view(s) update displayed data when that data item is updated. In this example:
Code compiles and runs, with the console showing two variables being updated, but the view controller is not responding to the state change? Is #State the appropriate binding to use or should I use some other method to cause the content view items to recognize content change?
Any pointers would be greatly appreciated.
As other fellows suggested, you have to be very careful about using global variables, you should expose them only to the scope needed.
The problem is that you are treating #State var i = myStng thinking this would create a reactive connection between i and myStng, but that is not true. This line is creating a reactive connection between i and a memory address that SwiftUI manages for you, with its first value being what myStng is at that exact moment.
Anyway, I am posting an example of how can you achieve your goal using Environment Object with your provided code.
import SwiftUI
class GlobalVariables: ObservableObject{
#Published var myStng = "Hello\n"
#Published var myArray = ["Hello\n"]
}
func myTest(variables: GlobalVariables){
variables.myStng.append("Hello\n")
variables.myArray.append("Hello\n")
}
#main
struct myTestxApp: App {
#StateObject var globalEnvironment = GlobalVariables()
var body: some Scene {
WindowGroup {
ContentView().environmentObject(globalEnvironment)
}
}
}
//
// ContentView.swift
// myTestx
//import SwiftUI
struct ContentView: View {
#EnvironmentObject var global: GlobalVariables
var body: some View {
VStack{
Button {
myTest(variables: global)
} label: {
Text("Update")
}
List{ Text(global.myStng).padding() }
List{ ForEach(global.myArray, id: \.self)
{ i in Text(i).padding()} }
} //end VStack
} //end View
} //end ContentView
Related
I'm trying to re create an older version of my Onboarding setup with the new SwiftUI and when I try to share the state so the view changes, it simply doesn't know that something has changed, this is what I'm doing:
In the main .swift struct (not ContentView.swift) I defined the pages like this:
#main
struct AnotherAPP: App {
#ObservedObject var onBoardingUserDefaults = OnBoardingUserDefaults()
let persistenceController = PersistenceController.shared
var body: some Scene {
WindowGroup {
// Onboarding screen
if (onBoardingUserDefaults.isOnBoardingDone == false) {
OnboardingPageView()
} else {
UserLoginView()
}
}
}
}
So on the onBoarding page when I click the button to go to the login, it stores it, but it doesn't actually refreshes the view. There (in the OnboardingPageView.swift) I call the UserDefaults like this:
#ObservedObject private var onBoardingUserDefaults = OnBoardingUserDefaults()
and on the button I change it like this:
self.onBoardingUserDefaults.isOnBoardingDone = true
UserDefaults.standard.synchronize()
So what's going on?
I know for instance if I create a #State on the #main and I bind it to the OnboardingPageView it works, as soon as I hit that button it takes me there.
You can use AppStorage to manage UserDefaults variable in multiple views:
#main
struct TestApp: App {
#AppStorage("isOnBoardingDone") var isOnBoardingDone = false
var body: some Scene {
WindowGroup {
if !isOnBoardingDone {
OnboardingPageView(isOnBoardingDone: $isOnBoardingDone)
} else {
UserLoginView()
}
}
}
}
struct OnboardingPageView: View {
#Binding var isOnBoardingDone: Bool
var body: some View {
Button("Complete") {
isOnBoardingDone = true
}
}
}
If I understood correctly, you are trying to pass the value of a state variable in the Content View to another view in the same app. For simplicity, Let's say your variable is initialised as follows in ContentView:
#State private var countryIndex = 0 //Assuming the name of the variable is countryIndex
Now, to transfer the value write the following in the Content View (or wherever the variable is initially):
//Other code
NavigationLink(destination: NextPage(valueFromContentView: $countryIndex)) {
Text("Moving On")
}//In this case, the variable that will store the value of countryIndex in the other view is called valueFromContentView
//Close your VStacks and your body and content view with a '}'
In your second view or the other view, initialise a Binding variable called valueFromContentView using:
#Binding var valueFromContentView: Int
Then, scroll down to the code that creates your previews. FYI, It is another struct called ViewName_Previews: PreviewProvider { ... }
IF you haven't changed anything, it will be:
struct NextPage_Previews: PreviewProvider {
static var previews: some View {
}
}
Remember, my second view is called NextPage.
Inside the previews braces, enter the code:
NextPage(valueFromContentView: .constant(0))
So, the code that creates the preview for your application now looks like:
struct NextPage_Previews: PreviewProvider {
static var previews: some View {
NextPage(valueFromContentView: .constant(0)) //This is what you add
}
}
Remember, NextPage is the name of my view and valueFromContentView is teh binding variable that I initialised above
Like this, you now can transfer the value of a variable in one view to another view.
I have the following view:
struct SpriteView: View {
#Binding var name: String
#State var sprite: Image = Image(systemName: "exclamationmark")
var body: some View {
VStack{
sprite
}
.onAppear(perform: loadSprite)
}
func loadSprite() {
// async function
getSpriteFromNetwork(self.name){ result in
switch result {
// async callback
case .success(newSprite):
self.sprite = newSprite
}
}
}
What I want to happen is pretty simple: a user modifies name in text field (from parent view), which reloads SpriteView with the new sprite. But the above view doesn't work since when the view is reloaded with the new name, loadSprite isn't called again (onAppear only fires when the view is first loaded). I also can't put loadSprite in the view itself (and have it return an image) since it'll lead to an infinite loop.
There is a beta function onChange that is exactly what I'm looking for, but it's only in the beta version of Xcode. Since Combine is all about async callbacks and SwiftUI and Combine are supposed to play well together, I thought this sort of behavior would be trivial to implement but I've been having a lot of trouble with it.
I don't particular like this solution since it requires creating a new ObservableObject but this how I ended up doing it:
class SpriteLoader: ObservableObject {
#Published var sprite: Image = Image(systemName: "exclamationmark")
func loadSprite(name: String) {
// async function
self.sprite = Image(systemName: "arrow.right")
}
}
struct ParentView: View {
#State var name: String
#State var spriteLoader = SpriteLoader()
var body: some View {
SpriteView(spriteLoader: spriteLoader)
TextField(name, text: $name, onCommit: {
spriteLoader.loadSprite(name: name)
})
}
}
struct SpriteView: View {
#ObservedObject var spriteLoader: SpriteLoader
var body: some View {
VStack{
spriteLoader.sprite
}
}
}
Old answer:
I think the best way to do this is as follows:
Parent view:
struct ParentView: View {
#State var name: String
#State spriteView = SpriteView()
var body: some View {
spriteView
TextField(value: $name, onCommit: {
spriteView.loadSprite(name)
})
}
And then the sprite view won't even need the #Binding name member.
Problem
In Order to achieve a clean look and feel of the App's code, I create ViewModels for every View that contains logic.
A normal ViewModel looks a bit like this:
class SomeViewModel: ObservableObject {
#Published var state = 1
// Logic and calls of Business Logic goes here
}
and is used like so:
struct SomeView: View {
#ObservedObject var viewModel = SomeViewModel()
var body: some View {
// Code to read and write the State goes here
}
}
This workes fine when the Views Parent is not being updated. If the parent's state changes, this View gets redrawn (pretty normal in a declarative Framework). But also the ViewModel gets recreated and does not hold the State afterward. This is unusual when you compare to other Frameworks (eg: Flutter).
In my opinion, the ViewModel should stay, or the State should persist.
If I replace the ViewModel with a #State Property and use the int (in this example) directly it stays persisted and does not get recreated:
struct SomeView: View {
#State var state = 1
var body: some View {
// Code to read and write the State goes here
}
}
This does obviously not work for more complex States. And if I set a class for #State (like the ViewModel) more and more Things are not working as expected.
Question
Is there a way of not recreating the ViewModel every time?
Is there a way of replicating the #State Propertywrapper for #ObservedObject?
Why is #State keeping the State over the redraw?
I know that usually, it is bad practice to create a ViewModel in an inner View but this behavior can be replicated by using a NavigationLink or Sheet.
Sometimes it is then just not useful to keep the State in the ParentsViewModel and work with bindings when you think of a very complex TableView, where the Cells themself contain a lot of logic.
There is always a workaround for individual cases, but I think it would be way easier if the ViewModel would not be recreated.
Duplicate Question
I know there are a lot of questions out there talking about this issue, all talking about very specific use-cases. Here I want to talk about the general problem, without going too deep into custom solutions.
Edit (adding more detailed Example)
When having a State-changing ParentView, like a list coming from a Database, API, or cache (think about something simple). Via a NavigationLink you might reach a Detail-Page where you can modify the Data. By changing the data the reactive/declarative Pattern would tell us to also update the ListView, which would then "redraw" the NavigationLink, which would then lead to a recreation of the ViewModel.
I know I could store the ViewModel in the ParentView / ParentView's ViewModel, but this is the wrong way of doing it IMO. And since subscriptions are destroyed and/or recreated - there might be some side effects.
Finally, there is a Solution provided by Apple: #StateObject.
By replacing #ObservedObject with #StateObject everything mentioned in my initial post is working.
Unfortunately, this is only available in ios 14+.
This is my Code from Xcode 12 Beta (Published June 23, 2020)
struct ContentView: View {
#State var title = 0
var body: some View {
NavigationView {
VStack {
Button("Test") {
self.title = Int.random(in: 0...1000)
}
TestView1()
TestView2()
}
.navigationTitle("\(self.title)")
}
}
}
struct TestView1: View {
#ObservedObject var model = ViewModel()
var body: some View {
VStack {
Button("Test1: \(self.model.title)") {
self.model.title += 1
}
}
}
}
class ViewModel: ObservableObject {
#Published var title = 0
}
struct TestView2: View {
#StateObject var model = ViewModel()
var body: some View {
VStack {
Button("StateObject: \(self.model.title)") {
self.model.title += 1
}
}
}
}
As you can see, the StateObject Keeps it value upon the redraw of the Parent View, while the ObservedObject is being reset.
I agree with you, I think this is one of many major problems with SwiftUI. Here's what I find myself doing, as gross as it is.
struct MyView: View {
#State var viewModel = MyViewModel()
var body : some View {
MyViewImpl(viewModel: viewModel)
}
}
fileprivate MyViewImpl : View {
#ObservedObject var viewModel : MyViewModel
var body : some View {
...
}
}
You can either construct the view model in place or pass it in, and it gets you a view that will maintain your ObservableObject across reconstruction.
Is there a way of not recreating the ViewModel every time?
Yes, keep ViewModel instance outside of SomeView and inject via constructor
struct SomeView: View {
#ObservedObject var viewModel: SomeViewModel // << only declaration
Is there a way of replicating the #State Propertywrapper for #ObservedObject?
No needs. #ObservedObject is-a already DynamicProperty similarly to #State
Why is #State keeping the State over the redraw?
Because it keeps its storage, ie. wrapped value, outside of view. (so, see first above again)
You need to provide custom PassThroughSubject in your ObservableObject class. Look at this code:
//
// Created by Франчук Андрей on 08.05.2020.
// Copyright © 2020 Франчук Андрей. All rights reserved.
//
import SwiftUI
import Combine
struct TextChanger{
var textChanged = PassthroughSubject<String,Never>()
public func changeText(newValue: String){
textChanged.send(newValue)
}
}
class ComplexState: ObservableObject{
var objectWillChange = ObservableObjectPublisher()
let textChangeListener = TextChanger()
var text: String = ""
{
willSet{
objectWillChange.send()
self.textChangeListener.changeText(newValue: newValue)
}
}
}
struct CustomState: View {
#State private var text: String = ""
let textChangeListener: TextChanger
init(textChangeListener: TextChanger){
self.textChangeListener = textChangeListener
print("did init")
}
var body: some View {
Text(text)
.onReceive(textChangeListener.textChanged){newValue in
self.text = newValue
}
}
}
struct CustomStateContainer: View {
//#ObservedObject var state = ComplexState()
var state = ComplexState()
var body: some View {
VStack{
HStack{
Text("custom state View: ")
CustomState(textChangeListener: state.textChangeListener)
}
HStack{
Text("ordinary Text View: ")
Text(state.text)
}
HStack{
Text("text input: ")
TextInput().environmentObject(state)
}
}
}
}
struct TextInput: View {
#EnvironmentObject var state: ComplexState
var body: some View {
TextField("input", text: $state.text)
}
}
struct CustomState_Previews: PreviewProvider {
static var previews: some View {
return CustomStateContainer()
}
}
First, I using TextChanger to pass new value of .text to .onReceive(...) in CustomState View. Note, that onReceive in this case gets PassthroughSubject, not the ObservableObjectPublisher. In last case you will have only Publisher.Output in perform: closure, not the NewValue. state.text in that case would have old value.
Second, look at the ComplexState class. I made an objectWillChange property to make text changes send notification to subscribers manually. Its almost the same like #Published wrapper do. But, when the text changing it will send both, and objectWillChange.send() and textChanged.send(newValue). This makes you be able to choose in exact View, how to react on state changing. If you want ordinary behavior, just put the state into #ObservedObject wrapper in CustomStateContainer View. Then, you will have all the views recreated and this section will get updated values too:
HStack{
Text("ordinary Text View: ")
Text(state.text)
}
If you don't want all of them to be recreated, just remove #ObservedObject. Ordinary text View will stop updating, but CustomState will. With no recreating.
update:
If you want more control, you can decide while changing the value, who do you want to inform about that change.
Check more complex code:
//
//
// Created by Франчук Андрей on 08.05.2020.
// Copyright © 2020 Франчук Андрей. All rights reserved.
//
import SwiftUI
import Combine
struct TextChanger{
// var objectWillChange: ObservableObjectPublisher
// #Published
var textChanged = PassthroughSubject<String,Never>()
public func changeText(newValue: String){
textChanged.send(newValue)
}
}
class ComplexState: ObservableObject{
var onlyPassthroughSend = false
var objectWillChange = ObservableObjectPublisher()
let textChangeListener = TextChanger()
var text: String = ""
{
willSet{
if !onlyPassthroughSend{
objectWillChange.send()
}
self.textChangeListener.changeText(newValue: newValue)
}
}
}
struct CustomState: View {
#State private var text: String = ""
let textChangeListener: TextChanger
init(textChangeListener: TextChanger){
self.textChangeListener = textChangeListener
print("did init")
}
var body: some View {
Text(text)
.onReceive(textChangeListener.textChanged){newValue in
self.text = newValue
}
}
}
struct CustomStateContainer: View {
//var state = ComplexState()
#ObservedObject var state = ComplexState()
var body: some View {
VStack{
HStack{
Text("custom state View: ")
CustomState(textChangeListener: state.textChangeListener)
}
HStack{
Text("ordinary Text View: ")
Text(state.text)
}
HStack{
Text("text input with full state update: ")
TextInput().environmentObject(state)
}
HStack{
Text("text input with no full state update: ")
TextInputNoUpdate().environmentObject(state)
}
}
}
}
struct TextInputNoUpdate: View {
#EnvironmentObject var state: ComplexState
var body: some View {
TextField("input", text: Binding( get: {self.state.text},
set: {newValue in
self.state.onlyPassthroughSend.toggle()
self.state.text = newValue
self.state.onlyPassthroughSend.toggle()
}
))
}
}
struct TextInput: View {
#State private var text: String = ""
#EnvironmentObject var state: ComplexState
var body: some View {
TextField("input", text: Binding(
get: {self.text},
set: {newValue in
self.state.text = newValue
// self.text = newValue
}
))
.onAppear(){
self.text = self.state.text
}.onReceive(state.textChangeListener.textChanged){newValue in
self.text = newValue
}
}
}
struct CustomState_Previews: PreviewProvider {
static var previews: some View {
return CustomStateContainer()
}
}
I made a manual Binding to stop broadcasting objectWillChange. But you still need to gets new value in all the places you changing this value to stay synchronized. Thats why I modified TextInput too.
Is that what you needed?
My solution is use EnvironmentObject and don't use ObservedObject at view it's viewModel will be reset, you pass through hierarchy by
.environmentObject(viewModel)
Just init viewModel somewhere it will not be reset(example root view).
If I create a new #State variable, when does it get destroyed? Does it live for the lifetime of the parent UIHostingController?
As far as I can find, it is not documented. This is relevant because I don't understand how to clean up after myself if I create an ObservableObject as State somewhere in the view hierarchy.
import SwiftUI
struct Example: View {
#State private var foo = Foo()
var body: some View {
Text("My Great View")
}
}
class Foo: ObservableObject {
deinit {
// When will this happen?
print("Goodbye!")
}
}
Assuming:
struct Example: View {
#State private var foo = Foo()
var body: some View {
Text("My Great View")
}
}
class Foo: ObservableObject {
init() {
print(#function)
}
deinit {
print(#function)
}
}
The issue is that a View type is a struct, and it's body is not a collection of functions that are executed in real-time but actually initialized at the same time when View's body is rendered.
Problem Scenario:
struct ContentView: View {
#State var isPresented = false
var body: some View {
NavigationView {
NavigationLink(destination: Example()) {
Text("Test")
}
}
}
}
If you notice, Example.init is called before the navigation even occurs, and on pop Example.deinit isn't called at all. The reason for this is that when ContentView is initialized, it has to initialize everything in it's body as well. So Example.init will be called.
When we navigate to Example, it was already initialized so Example.init is not called again. When we pop out of Example, we just go back to ContentView but since Example might be needed again, and since it is not created in real-time, it is not destroyed.
Example.deinit will be called only when ContentView has to be removed entirely.
I wasn't sure on this but found another article talking about a similar issue here:
SwiftUI and How NOT to Initialize Bindable Objects
To prove this, lets ensure the ContentView is being completely removed.
The following example makes use of an action sheet to present and remove it from the view hierarchy.
Working Scenario:
struct ContentView: View {
#State var isPresented = false
var body: some View {
Button(action: { self.isPresented.toggle() }) {
Text("Test")
}
.sheet(isPresented: $isPresented) {
Example()
.onTapGesture {
self.isPresented.toggle()
}
}
}
}
PS: This applies to classes even if not declared as #State, and does not really have anything to do with ObservableObject.
In iOS 14, the proper way to do this is to use #StateObject. There is no safe way to store a reference type in #State.
In ContentView.swift, I have:
List(recipeData) { recipe in NavigationLink(destination: RecipeView(recipe: recipe)){
Text(recipe.name)
}
}
In the RecipeView, user might update the recipeData variable. However, when the RecipeView is closed, ContentView is not updated based on the updated recipeData.
recipeData is not a #State array but a normal one that is declared outside the ContentView struct. I cannot easily make it a #State var because it is used in other parts of the app.
Thanks!
Using #ObservableObject and #Published you can achieve your requirements.
ViewModel
final class RecipeListViewModel: ObservableObject {
#Published var recipeData: [Recipe] = []
....
....
//write code to fetch recipes from the server or local storage and fill the recipeData
....
....
}
View
struct RepositoryListView : View {
#ObservedObject var viewModel: RecipeListViewModel
var body: some View {
NavigationView {
List(viewModel.recipeData) { recipe in
NavigationLink(destination: RecipeView(recipe: recipe)) {
Text(recipe.name)
}
}
}
}