SwiftUI problems with Multiplatform NavigationView - swift

I'm currently having all sorts of problems with a NavigationView in my multi-platform SwiftUI app.
My goal is to have a NavigationView with an item for each object in a list from Core Data. And each NavigationLink should lead to a view that can read and write data of the object that it's showing.
However I'm running into many problems, so I figured I'm probably taking the wrong approach.
Here is my code as of now:
struct InstanceList: View {
#StateObject private var viewModel = InstancesViewModel()
#State var selectedInstance: Instance?
var body: some View {
NavigationView {
List {
ForEach(viewModel.instances) { instance in
NavigationLink(destination: InstanceView(instance: instance), tag: instance, selection: $selectedInstance) {
InstanceRow(instance)
}
}
.onDelete { set in
viewModel.deleteInstance(viewModel.instances[Array(set)[0]])
for reverseIndex in stride(from: viewModel.instances.count - 1, through: 0, by: -1) {
viewModel.instances[reverseIndex].id = Int16(reverseIndex)
}
}
}
.onAppear {
selectedInstance = viewModel.instances.first
}
.listStyle(SidebarListStyle())
.navigationTitle("Instances")
.toolbar {
ToolbarItemGroup {
Button {
withAnimation {
viewModel.addInstance(name: "4x4", puzzle: "3x3") // temporary
}
} label: {
Image(systemName: "plus")
}
}
}
}
}
}
and the view model (which probably isn't very relevant but I'm including it just in case):
class InstancesViewModel: ObservableObject {
#Published var instances = [Instance]()
private var cancellable: AnyCancellable?
init(instancePublisher: AnyPublisher<[Instance], Never> = InstanceStorage.shared.instances.eraseToAnyPublisher()) {
cancellable = instancePublisher.sink { instances in
self.instances = instances
}
}
func addInstance(name: String, puzzle: String, notes: String? = nil, id: Int? = nil) {
InstanceStorage.shared.add(
name: name,
puzzle: puzzle,
notes: notes,
id: id ?? (instances.map{ Int($0.id) }.max() ?? -1) + 1
)
}
func deleteInstance(_ instance: Instance) {
InstanceStorage.shared.delete(instance)
}
func deleteInstance(withId id: Int) {
InstanceStorage.shared.delete(withId: id)
}
func updateInstance(_ instance: Instance, name: String? = nil, puzzle: String? = nil, notes: String? = nil, id: Int? = nil) {
InstanceStorage.shared.update(instance, name: name, puzzle: puzzle, notes: notes, id: id)
}
}
and then the InstanceView, which just shows some simple information for testing:
struct InstanceView: View {
#ObservedObject var instance: Instance
var body: some View {
Text(instance.name)
Text(String(instance.id))
}
}
Some of the issues I'm having are:
On iOS and iPadOS, when the app starts, it will show a blank InstanceView, pressing the back button will return to a normal instanceView and pressing it again will show the navigationView
Sometime pressing on a navigationLink will only highlight it and won't go to the destination
On an iPhone in landscape, when scrolling through the NavigationView, sometimes the selected Item will get unselected.
When I delete an item, the InstanceView shows nothing for the name and 0 for the id, as if its showing a "ghost?" instance, until you select a different one.
I've tried binding the selecting using the index of the selected Instance but that still has many of the same problems.
So I feel like I'm making some mistake in the way that I'm using NavigationView, and I was wondering what the best approach would be for creating a navigationView from an Array that works nicely across all devices.
Thanks!

Related

Preselecting a (dynamic) item in NavigationSplitView

I'm using NavigationSplitView to structure the user interface of my (macOS) app like this:
struct NavigationView: View {
#State private var selectedApplication: Application?
var body: some View {
NavigationSplitView {
ApplicationsView(selectedApplication: $selectedApplication)
} detail: {
Text(selectedApplication?.name ?? "Nothing selected")
}
}
}
The sidebar is implemented using ApplicationsView that looks like this:
struct ApplicationsView: View {
#FetchRequest(fetchRequest: Application.all()) private var applications
#Binding var selectedApplication: Application?
var body: some View {
List(applications, selection: $selectedApplication) { application in
NavigationLink(value: application) {
Text(application.name)
}
}
// This works, but looks a bit complicated and... ugly
.onReceive(applications.publisher) { _ in
DispatchQueue.main.asyncAfter(deadline: .now() + 0.01) {
if selectedApplication == nil {
selectedApplication = applications.first
}
}
}
// This also does not work, as the data is not yet available
.onAppear {
selectedApplication = applications.first
}
}
}
I'm currently preselecting the first Application item (if it exists) using the shown onReceive code, but it looks complicated and a bit ugly. For example, it only works properly when delaying the selection code.
Is there a better way to achieve this?
Thanks.
How about just setting the selectedApplication using the task modifier with an id as follows:
struct ApplicationsView: View {
#FetchRequest(fetchRequest: Application.all()) private var applications
#Binding var selectedApplication: Application?
var body: some View {
List(applications, selection: $selectedApplication) { application in
NavigationLink(value: application) {
Text(application.name!)
}
}
.task(id: applications.first) {
selectedApplication = applications.first
}
}
}
the task is fired when the view is first displayed, and when the id object is updated, so this works without introducing a delay

#EnvironmentObject not updating view when updating from Realm

Edited to remove unneccesary code...
I'm trying to build a view in my app which will display a schedule (for practicing musical instruments). The schedule can have multiple sessions, and each session multiple slots. I am retrieving a 2d array of these slots from Realm and then using a foreach inside another foreach to display each session with its contents. I'm using #EnvironmentObject to access Realm from each view and realm assembles a new [[Slot]] each time any information is changed (which it seems to be doing correctly).
The issue I'm having is that, although it is refreshing the sessions when I add/remove them, it is not updating the contents of each session. Realm is correctly working correctly, but the sub view is not being updated. If I exit and re-enter the ScheduleView it will show correctly again. I have tried various things to get it updating correctly, including changing an #State variable in each view after a delay, but nothing so far has worked and I'm starting to pull my hair out!
struct SessionRow: View {
#State var sessionNumber: Int
#State var session: [Slot]
var delete: () -> Void
var addSlot: () -> Void
#State var refreshToggle = false
var body: some View {
VStack{
HStack{
Text("Session \(sessionNumber + 1)")
Button {
self.delete()
} label: {
Label("", systemImage: "trash")
}
.buttonStyle(PlainButtonStyle())
Button {
self.addSlot()
} label: {
Label("", systemImage: "plus")
}
.buttonStyle(PlainButtonStyle())
}
ForEach(0..<self.session.count, id: \.self) { slotNumber in
SlotRow(slot: self.session[slotNumber], ownPosition: [self.sessionNumber, slotNumber])
}
.onDelete { indexSet in
//
}
}
.onAppear{
print("Session Number: \(sessionNumber) loaded.")
}
}
}
func addSlot(sessionNumber: Int){
DispatchQueue.main.async {
self.realmManager.addSlot(sessionNumber: sessionNumber)
self.refreshToggle.toggle()
schedule = realmManager.schedule
}
}
func deleteSession(at offsets: IndexSet){
DispatchQueue.main.async {
self.realmManager.deleteSession(sessionNumber: Int(offsets.first ?? 0))
schedule = realmManager.schedule
}
}
}
struct SlotRow: View {
//#EnvironmentObject var realmManager: RealmManager
#State var slot: Slot
//#Binding var isPresented: Bool
//#Binding var slotPosition: [Int]
#State var ownPosition: [Int]
// Add position/session to allow editing?
var body: some View {
VStack{
HStack{
Text("Own Position: [\(ownPosition[0]),\(ownPosition[1])]")
}
}
.padding()
.frame(height: 80.0)
.onAppear{
print("Slot \(ownPosition) loaded.")
}
}
func deleteIntervalFromSlot() {
//realmManager.updateSlot(session: ownPosition[0], position: ownPosition[1], interval: nil)
}
}
As you can see I've tried all sorts of hacks to get it to update, and loads of this code is unnecessary and will be removed once I have a solution. I thought I would leave it here to show the sort of things which have been tried.
I've found the solution, and apologies for the outrageous amount of detail above. I will go back and tidy the above when I get some time.
The issue is that I defined when passing the [Slot] to the session row the variable receiving it was #State and it should just be a var.
struct SessionRow: View {
#State var sessionNumber: Int
#State var session: [Slot]
Change it to
struct SessionRow: View {
var sessionNumber: Int
var session: [Slot]
and it works just fine.
A silly error from someone who is new to SwiftUI!

SwiftUI List selection always nil

In my macOS app project, I have a SwiftUI List view of NavigationLinks build with a foreach loop from an array of items:
struct MenuView: View {
#EnvironmentObject var settings: UserSettings
var body: some View {
List(selection: $settings.selectedWeek) {
ForEach(settings.weeks) { week in
NavigationLink(
destination: WeekView(week: week)
.environmentObject(settings)
tag: week,
selection: $settings.selectedWeek)
{
Image(systemName: "circle")
Text("\(week.name)")
}
}
.onDelete { set in
settings.weeks.remove(atOffsets: set)
}
.onMove { set, i in
settings.weeks.move(fromOffsets: set, toOffset: i)
}
}
.navigationTitle("Weekplans")
.listStyle(SidebarListStyle())
}
}
This view creates the sidebar menu for a overall NavigationView.
In this List view, I would like to use the selection mechanic together with tag from NavigationLink. Week is a custom model class:
struct Week: Identifiable, Hashable, Equatable {
var id = UUID()
var days: [Day] = []
var name: String
}
And UserSettings looks like this:
class UserSettings: ObservableObject {
#Published var weeks: [Week] = [
Week(name: "test week 1"),
Week(name: "foobar"),
Week(name: "hello world")
]
#Published var selectedWeek: Week? = UserDefaults.standard.object(forKey: "week.selected") as? Week {
didSet {
var a = oldValue
var b = selectedWeek
UserDefaults.standard.set(selectedWeek, forKey: "week.selected")
}
}
}
My goal is to directly store the value from List selection in UserDefaults. The didSet property gets executed, but the variable is always nil. For some reason the selected List value can't be stored in the published / bindable variable.
Why is $settings.selectedWeek always nil?
A couple of suggestions:
SwiftUI (specifically on macOS) is unreliable/unpredictable with certain List behaviors. One of them is selection -- there are a number of things that either completely don't work or at best are slightly broken that work fine with the equivalent iOS code. The good news is that NavigationLink and isActive works like a selection in a list -- I'll use that in my example.
#Published didSet may work in certain situations, but that's another thing that you shouldn't rely on. The property wrapper aspect makes it behave differently than one might except (search SO for "#Published didSet" to see a reasonable number of issues dealing with it). The good news is that you can use Combine to recreate the behavior and do it in a safer/more-reliable way.
A logic error in the code:
You are storing a Week in your user defaults with a certain UUID. However, you regenerate the array of weeks dynamically on every launch, guaranteeing that their UUIDs will be different. You need to store your week's along with your selection if you want to maintain them from launch to launch.
Here's a working example which I'll point out a few things about below:
import SwiftUI
import Combine
struct ContentView : View {
var body: some View {
NavigationView {
MenuView().environmentObject(UserSettings())
}
}
}
class UserSettings: ObservableObject {
#Published var weeks: [Week] = []
#Published var selectedWeek: UUID? = nil
private var cancellable : AnyCancellable?
private var initialItems = [
Week(name: "test week 1"),
Week(name: "foobar"),
Week(name: "hello world")
]
init() {
let decoder = PropertyListDecoder()
if let data = UserDefaults.standard.data(forKey: "weeks") {
weeks = (try? decoder.decode([Week].self, from: data)) ?? initialItems
} else {
weeks = initialItems
}
if let prevValue = UserDefaults.standard.string(forKey: "week.selected.id") {
selectedWeek = UUID(uuidString: prevValue)
print("Set selection to: \(prevValue)")
}
cancellable = $selectedWeek.sink {
if let id = $0?.uuidString {
UserDefaults.standard.set(id, forKey: "week.selected.id")
let encoder = PropertyListEncoder()
if let encoded = try? encoder.encode(self.weeks) {
UserDefaults.standard.set(encoded, forKey: "weeks")
}
}
}
}
func selectionBindingForId(id: UUID) -> Binding<Bool> {
Binding<Bool> { () -> Bool in
self.selectedWeek == id
} set: { (newValue) in
if newValue {
self.selectedWeek = id
}
}
}
}
//Unknown what you have in here
struct Day : Equatable, Hashable, Codable {
}
struct Week: Identifiable, Hashable, Equatable, Codable {
var id = UUID()
var days: [Day] = []
var name: String
}
struct WeekView : View {
var week : Week
var body: some View {
Text("Week: \(week.name)")
}
}
struct MenuView: View {
#EnvironmentObject var settings: UserSettings
var body: some View {
List {
ForEach(settings.weeks) { week in
NavigationLink(
destination: WeekView(week: week)
.environmentObject(settings),
isActive: settings.selectionBindingForId(id: week.id)
)
{
Image(systemName: "circle")
Text("\(week.name)")
}
}
.onDelete { set in
settings.weeks.remove(atOffsets: set)
}
.onMove { set, i in
settings.weeks.move(fromOffsets: set, toOffset: i)
}
}
.navigationTitle("Weekplans")
.listStyle(SidebarListStyle())
}
}
In UserSettings.init the weeks are loaded if they've been saved before (guaranteeing the same IDs)
Use Combine on $selectedWeek instead of didSet. I only store the ID, since it seems a little pointless to store the whole Week struct, but you could alter that
I create a dynamic binding for the NavigationLinks isActive property -- the link is active if the stored selectedWeek is the same as the NavigationLink's week ID.
Beyond those things, it's mostly the same as your code. I don't use selection on List, just isActive on the NavigationLink
I didn't implement storing the Week again if you did the onMove or onDelete, so you would have to implement that.
Bumped into a situation like this where multiple item selection didn't work on macOS. Here's what I think is happening and how to workaround it and get it working
Background
So on macOS NavigationLinks embedded in a List render their Destination in a detail view (by default anyway). e.g.
struct ContentView: View {
let beatles = ["John", "Paul", "Ringo", "George", "Pete"]
#State var listSelection = Set<String>()
var body: some View {
NavigationView {
List(beatles, id: \.self, selection: $listSelection) { name in
NavigationLink(name) {
Text("Some details about \(name)")
}
}
}
}
}
Renders like so
Problem
When NavigationLinks are used it is impossible to select multiple items in the sidebar (at least as of Xcode 13 beta4).
... but it works fine if just Text elements are used without any NavigationLink embedding.
What's happening
The detail view can only show one NavigationLink View at a time and somewhere in the code (possibly NavigationView) there is piece of code that is enforcing that compliance by stomping on multiple selection and setting it to nil, e.g.
let selectionBinding = Binding {
backingVal
} set: { newVal in
guard newVal <= 1 else {
backingVal = nil
return
}
backingVal = newVal
}
What happens in these case is to the best of my knowledge not defined. With some Views such as TextField it goes out of sync with it's original Source of Truth (for more), while with others, as here it respects it.
Workaround/Fix
Previously I suggested using a ZStack to get around the problem, which works, but is over complicated.
Instead the idiomatic option for macOS, as spotted on the Lost Moa blog post is to not use NaviationLink at all.
It turns out that just placing sidebar and detail Views adjacent to each other and using binding is enough for NavigationView to understand how to render and stops it stomping on multiple item selections. Example shown below:
struct ContentView: View {
let beatles = ["John", "Paul", "Ringo", "George", "Pete"]
#State var listSelection: Set<String> = []
var body: some View {
NavigationView {
SideBar(items: beatles, selection: $listSelection)
Detail(ids: listSelection)
}
}
struct SideBar: View {
let items: Array<String>
#Binding var selection: Set<String>
var body: some View {
List(items, id: \.self, selection: $selection) { name in
Text(name)
}
}
}
struct Detail: View {
let ids: Set<String>
var detailsMsg: String {
ids.count == 1 ? "Would show details for \(ids.first)"
: ids.count > 1 ? "Too many items selected"
: "Nothing selected"
}
var body: some View {
Text(detailsMsg)
}
}
}
Have fun.

SwiftUI NavigationLink - "lazy" destination? Or how to not code duplicate `label`?

(on macOS Big Sur with Xcode 12 beta)
One thing I've been struggling with in SwiftUI is navigating from e.g. a SetUpGameView which needs to create a Game struct depending on e.g. player name inputted by the user in this view and then proceed with navigation to GameView via a NavigationLink, being button-like, which should be disabled when var game: Game? is nil. The game cannot be initialized until all necessary data has been inputted by the user, but in my example below I just required playerName: String to be non empty.
I have a decent solution, but it seems too complicated.
Below I will present multiple solutions, all of which seems too complicated, I was hoping you could help me out coming up with an even simpler solution.
Game struct
struct Game {
let playerName: String
init?(playerName: String) {
guard !playerName.isEmpty else {
return nil
}
self.playerName = playerName
}
}
SetUpGameView
The naive (non-working) implementation is this:
struct SetUpGameView: View {
// ....
var game: Game? {
Game(playerName: playerName)
}
var body: some View {
NavigationView {
// ...
NavigationLink(
destination: GameView(game: game!),
label: { Label("Start Game", systemImage: "play") }
)
.disabled(game == nil)
// ...
}
}
// ...
}
However, this does not work, because it crashes the app. It crashes the app because the expression: GameView(game: game!) as destionation in the NavigationLink initializer does not evaluate lazily, the game! evaluates early, and will be nil at first thus force unwrapping it causes a crash. This is really confusing for me... It feels just... wrong! Because it will not be used until said navigation is used, and using this particular initializer will not result in the destination being used until the NavigationLink is clicked. So we have to handle this with an if let, but now it gets a bit more complicated. I want the NavigationLink label to look the same, except for disabled/enabled rendering, for both states game nil/non nil. This causes code duplication. Or at least I have not come up with any better solution than the ones I present below. Below is two different solutions and a third improved (refactored into custom View ConditionalNavigationLink View) version of the second one...
struct SetUpGameView: View {
#State private var playerName = ""
init() {
UITableView.appearance().backgroundColor = .clear
}
var game: Game? {
Game(playerName: playerName)
}
var body: some View {
NavigationView {
VStack {
Form {
TextField("Player name", text: $playerName)
.textFieldStyle(RoundedBorderTextFieldStyle())
}
// All these three solution work
// navToGameSolution1
// navToGameSolution2
navToGameSolution2Refactored
}
}
}
// MARK: Solutions
// N.B. this helper view is only needed by solution1 to avoid duplication in if else, but also used in solution2 for convenience. If solution2 is used this code could be extracted to only occur inline with solution2.
var startGameLabel: some View {
// Bug with new View type `Label` see: https://stackoverflow.com/questions/62556361/swiftui-label-text-and-image-vertically-misaligned
HStack {
Image(systemName: "play")
Text("Start Game")
}
}
var navToGameSolution1: some View {
Group { // N.B. this wrapping `Group` is only here, if if let was inline in the `body` it could have been removed...
if let game = game {
NavigationLink(
destination: GameView(game: game),
label: { startGameLabel }
)
} else {
startGameLabel
}
}
}
var navToGameSolution2: some View {
NavigationLink(
destination: game.map { AnyView(GameView(game: $0)) } ?? AnyView(EmptyView()),
label: { startGameLabel }
).disabled(game == nil)
}
var navToGameSolution2Refactored: some View {
NavigatableIfModelPresent(model: game) {
startGameLabel
} destination: {
GameView(game: $0)
}
}
}
NavigatableIfModelPresent
Same solution as navToGameSolution2 but refactored, so that we do not need to repeat the label, or construct multiple AnyView...
struct NavigatableIfModelPresent<Model, Label, Destination>: View where Label: View, Destination: View {
let model: Model?
let label: () -> Label
let destination: (Model) -> Destination
var body: some View {
NavigationLink(
destination: model.map { AnyView(destination($0)) } ?? AnyView(EmptyView()),
label: label
).disabled(model == nil)
}
}
Feels like I'm missing something here... I don't want to automatically navigate when game becomes non-nil and I don't want the NavigationLink to be enabled until game is non nil.
You could try use #Binding instead to keep track of your Game. This will mean that whenever you navigate to GameView, you have the latest Game as it is set through the #Binding and not through the initializer.
I have made a simplified version to show the concept:
struct ContentView: View {
#State private var playerName = ""
#State private var game: Game?
var body: some View {
NavigationView {
VStack {
Form {
TextField("Player Name", text: $playerName) {
setGame()
}
}
NavigationLink("Go to Game", destination: GameView(game: $game))
Spacer()
}
}
}
private func setGame() {
game = Game(title: "Some title", playerName: playerName)
}
}
struct Game {
let title: String
let playerName: String
}
struct GameView: View {
#Binding var game: Game!
var body: some View {
VStack {
Text(game.title)
Text(game.playerName)
}
}
}

SwiftUI: How to iterate over an array of bindable objects?

I'm trying to learn SwiftUI, and how bindings work.
I have this code that works, that shows a list of projects. When one project is tapped, a binding to that project is passed to the child view:
struct ProjectsView: View {
#ObjectBinding var state: AppState
#State var projectName: String = ""
var body: some View {
NavigationView {
List {
ForEach(0..<state.projects.count) { index in
NavigationLink(destination: ProjectView(project: self.$state.projects[index])) {
Text(self.state.projects[index].title)
}
}
}
.navigationBarTitle("Projects")
}
}
}
The child view, where I'm mutating the project using a binding:
struct ProjectView: View {
#Binding var project: Project
#State var projectName: String = ""
var body: some View {
VStack {
Text(project.title)
TextField(
$projectName,
placeholder: Text("Change project name"),
onCommit: {
self.project.title = self.projectName
self.projectName = ""
})
.padding()
}
}
}
However, I would rather iterate over the projects array without using indexes (beacuse I want to learn, and its easier to read), but not sure how I then can pass the binding to a single project. I tried it like this, but then I can't get access to project.title, since it's a binding, and not a String.
ForEach($state.projects) { project in
NavigationLink(destination: ProjectView(project: project)) {
Text(project.title)
}
}
How can I achieve this?
Note: I use Xcode 11.2, #ObjectBinding is obsoleted in it (so you need to update to verify below code).
I asked about model, because it might matter for approach. For similar functionality I preferred Combine's ObservableObject, so model is reference not value types.
Here is the approach, which I tune for your scenario. It is not exactly as you requested, because ForEach requires some sequence, but you try to feed it with unsupported type.
Anyway you may consider below just as alternate (and it is w/o indexes). It is complete module so you can paste it in Xcode 11.2 and test in preview. Hope it would be helpful somehow.
Preview:
Solution:
import SwiftUI
import Combine
class Project: ObservableObject, Identifiable {
var id: String = UUID().uuidString
#Published var title: String = ""
init (title: String) {
self.title = title
}
}
class AppState: ObservableObject {
#Published var projects: [Project] = []
init(_ projects: [Project]) {
self.projects = projects
}
}
struct ProjectView: View {
#ObservedObject var project: Project
#State var projectName: String = ""
var body: some View {
VStack {
Text(project.title)
TextField("Change project name",
text: $projectName,
onCommit: {
self.project.title = self.projectName
self.projectName = ""
})
.padding()
}
}
}
struct ContentView: View {
#ObservedObject var state: AppState = AppState([Project(title: "1"), Project(title: "2")])
#State private var refreshed = false
var body: some View {
NavigationView {
List {
ForEach(state.projects) { project in
NavigationLink(destination: ProjectView(project: project)) {
// !!! existance of .refreshed state property somewhere in ViewBuilder
// is important to inavidate view, so below is just a demo
Text("Named: \(self.refreshed ? project.title : project.title)")
}
.onReceive(project.$title) { _ in
self.refreshed.toggle()
}
}
}
.navigationBarTitle("Projects")
.navigationBarItems(trailing: Button(action: {
self.state.projects.append(Project(title: "Unknown"))
}) {
Text("New")
})
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
I'm sort of stuck on the same issue you are, and I found a partial solution. But first I should point out that iterating over the index with ForEach(0..<state.projects.count) { index in ... } is not a good idea because index is an Int, which does not conform to Identifiable. Because of that, the UI will not update when your array changes, and you'll see a warning in the console.
My solution directly accesses the state.projects array when creating ProjectView and using firstIndex(of:) to get a bindable form of the project element. It's kind of icky but it's as far as I could get to making it more SwiftUI-y.
ForEach(state.projects) { project in
NavigationLink(destination: ProjectView(project: self.$state.projects[self.state.projects.firstIndex(of: project)!]))) {
Text(project.title)
}
}
I've found this works:
In your AppState, when you add a project, observe its changes:
import Combine
class AppState: ObservableObject {
#Published var projects: [Project]
var futures = Set<AnyCancellable>()
func addProject(project: Project) {
project.objectWillChange
.sink {_ in
self.objectWillChange.send()
}
.store(in: &futures)
}
...
}
If you ever need to create a binding for a project var in your outer view, do it like this:
func titleBinding(forProject project: Project) -> Binding<String> {
Binding {
project.title
} set: { newValue in
project.title = newValue
}
}
You shouldn't need it if you are passing the project into another view, though.
Unfortunately this doesn't seem to be possible at this time. The only way to achieve this is like the following:
ForEach(state.projects.indices) { index in
NavigationLink(destination: ProjectView(project: state.projects[index])) {
Text(state.projects[index].title)
}
}
NOTE: I didn't compile this code. This is just to give you the gesture for how to go about it. i.e. use and index of type Index and not Int.