I was wondering how to provide an empty state view in a list when the data source of the list is empty. Below is an example, where I have to wrap it in an if/else statement. Is there a better alternative for this, or is there a way to create a modifier on a List that'll make this possible i.e. List.emptyView(Text("No data available...")).
import SwiftUI
struct EmptyListExample: View {
var objects: [Int]
var body: some View {
VStack {
if objects.isEmpty {
Text("Oops, loos like there's no data...")
} else {
List(objects, id: \.self) { obj in
Text("\(obj)")
}
}
}
}
}
struct EmptyListExample_Previews: PreviewProvider {
static var previews: some View {
EmptyListExample(objects: [])
}
}
I quite like to use an overlay attached to the List for this because it's quite a simple, flexible modifier:
struct EmptyListExample: View {
var objects: [Int]
var body: some View {
VStack {
List(objects, id: \.self) { obj in
Text("\(obj)")
}
.overlay(Group {
if objects.isEmpty {
Text("Oops, loos like there's no data...")
}
})
}
}
}
It has the advantage of being nicely centred & if you use larger placeholders with an image, etc. they will fill the same area as the list.
One of the solutions is to use a #ViewBuilder:
struct EmptyListExample: View {
var objects: [Int]
var body: some View {
listView
}
#ViewBuilder
var listView: some View {
if objects.isEmpty {
emptyListView
} else {
objectsListView
}
}
var emptyListView: some View {
Text("Oops, loos like there's no data...")
}
var objectsListView: some View {
List(objects, id: \.self) { obj in
Text("\(obj)")
}
}
}
You can create a custom modifier that substitutes a placeholder view when your list is empty. Use it like this:
List(items) { item in
Text(item.name)
}
.emptyPlaceholder(items) {
Image(systemName: "nosign")
}
This is the modifier:
struct EmptyPlaceholderModifier<Items: Collection>: ViewModifier {
let items: Items
let placeholder: AnyView
#ViewBuilder func body(content: Content) -> some View {
if !items.isEmpty {
content
} else {
placeholder
}
}
}
extension View {
func emptyPlaceholder<Items: Collection, PlaceholderView: View>(_ items: Items, _ placeholder: #escaping () -> PlaceholderView) -> some View {
modifier(EmptyPlaceholderModifier(items: items, placeholder: AnyView(placeholder())))
}
}
I tried #pawello2222's approach, but the view didn't get rerendered if the passed objects' content change from empty(0) to not empty(>0), or vice versa, but it worked if the objects' content was always not empty.
Below is my approach to work all the time:
struct SampleList: View {
var objects: [IdentifiableObject]
var body: some View {
ZStack {
Empty() // Show when empty
List {
ForEach(objects) { object in
// Do something about object
}
}
.opacity(objects.isEmpty ? 0.0 : 1.0)
}
}
}
You can make ViewModifier like this for showing the empty view. Also, use View extension for easy use.
Here is the demo code,
//MARK: View Modifier
struct EmptyDataView: ViewModifier {
let condition: Bool
let message: String
func body(content: Content) -> some View {
valideView(content: content)
}
#ViewBuilder
private func valideView(content: Content) -> some View {
if condition {
VStack{
Spacer()
Text(message)
.font(.title)
.foregroundColor(Color.gray)
.multilineTextAlignment(.center)
Spacer()
}
} else {
content
}
}
}
//MARK: View Extension
extension View {
func onEmpty(for condition: Bool, with message: String) -> some View {
self.modifier(EmptyDataView(condition: condition, message: message))
}
}
Example (How to use)
struct EmptyListExample: View {
#State var objects: [Int] = []
var body: some View {
NavigationView {
List(objects, id: \.self) { obj in
Text("\(obj)")
}
.onEmpty(for: objects.isEmpty, with: "Oops, loos like there's no data...") //<--- Here
.toolbar {
ToolbarItemGroup(placement: .navigationBarTrailing) {
Button("Add") {
objects = [1,2,3,4,5,6,7,8,9,10]
}
Button("Empty") {
objects = []
}
}
}
}
}
}
In 2021 Apple did not provide a List placeholder out of the box.
In my opinion, one of the best way to make a placeholder, it's creating a custom ViewModifier.
struct EmptyDataModifier<Placeholder: View>: ViewModifier {
let items: [Any]
let placeholder: Placeholder
#ViewBuilder
func body(content: Content) -> some View {
if !items.isEmpty {
content
} else {
placeholder
}
}
}
struct ContentView: View {
#State var countries: [String] = [] // Data source
var body: some View {
List(countries) { country in
Text(country)
.font(.title)
}
.modifier(EmptyDataModifier(
items: countries,
placeholder: Text("No Countries").font(.title)) // Placeholder. Can set Any SwiftUI View
)
}
}
Also via extension can little bit improve the solution:
extension List {
func emptyListPlaceholder(_ items: [Any], _ placeholder: AnyView) -> some View {
modifier(EmptyDataModifier(items: items, placeholder: placeholder))
}
}
struct ContentView: View {
#State var countries: [String] = [] // Data source
var body: some View {
List(countries) { country in
Text(country)
.font(.title)
}
.emptyListPlaceholder(
countries,
AnyView(ListPlaceholderView()) // Placeholder
)
}
}
If you are interested in other ways you can read the article
Related
SwiftUI 4.0 introduces a new NavigationStack view.
Let's consider this simple structure.
struct Item: Identifiable, Hashable {
static let sample = [Item(), Item(), Item()]
let id = UUID()
}
When a NavigationLink is nested in another one, the navigation loses its animation and the backtracking takes directly to the root. Did I miss something, or is this a bug?
struct ItemDetailView: View {
let item: Item
var body: some View {
Text(item.id.uuidString)
}
}
struct ItemListView: View {
var body: some View {
List(Item.sample) { item in
NavigationLink(item.id.uuidString, value: item)
}
}
}
struct ExploreView: View {
var body: some View {
List {
Section {
NavigationLink {
ItemListView()
} label: {
Text("Items")
}
}
}
.navigationTitle("Explore")
.navigationDestination(for: Item.self) { item in
ItemDetailView(item: item)
}
}
}
struct ContentView: View {
var body: some View {
NavigationStack {
ExploreView()
}
}
}
Thanks!
Found the solution thanks to #Asperi's comment.
First, create a Hashable enum containing the destinations.
enum Destination: Hashable {
case items
var view: some View {
switch self {
case .items:
return ItemListView()
}
}
var title: LocalizedStringKey {
switch self {
case .items:
return "Items"
}
}
}
Next, use the new NavigationLink initializer.
NavigationLink(Destination.items.title, value: Destination.items)
And finally, add a new .navigationDestination modifier to catch all Destination values.
.navigationDestination(for: Destination.self) { destination in
destination.view
}
So I thought I found a way to make navigation in SwiftUI flexible and loosely coupled, yet still state-based and somewhat free of imperative-navigation bugs (double push, etc).
Basic idea is to have a linked list of Views (erased to AnyView) and a recursive view with NavigationLink in it, which is active when corresponding view is present in the list
But it does not work and I don't understand why. On iOS device it only pushes one level deep, even though the list is multiple levels deep and the bindings return true
Is it a SwiftUI bug or am I missing something?
struct ContentView: View {
#State
var navigationList: NavigationList?
var body: some View {
NavigationView {
Navigatable(list: $navigationList) {
Button("Push test", action: {
navigationList = .init(next: nil, screen: Screen {
TestView()
})
})
}
}
}
}
struct TestView: View {
#Environment(\.navigationList)
#Binding
var list
var body: some View {
Button("Push me", action: {
list = .init(next: nil, screen: Screen {
TestView()
})
})
}
}
struct Navigatable<Content: View>: View {
#Binding
var list: NavigationList?
let content: () -> Content
init(list: Binding<NavigationList?>, #ViewBuilder content: #escaping () -> Content) {
self._list = list
self.content = content
}
var body: some View {
ZStack {
NavigationLink(
isActive: isActive,
destination: {
Navigatable<Screen?>(list: childBinding) {
list?.screen
}
},
label: EmptyView.init
).hidden()
LazyView {
content()
}.environment(\.navigationList, $list)
}
}
var isActive: Binding<Bool> {
.init(
get: { list != nil },
set: {
if !$0 {
list = nil
}
}
)
}
var childBinding: Binding<NavigationList?> {
.init(
get: { list?.next },
set: { list?.next = $0 }
)
}
}
struct Screen: View {
let content: () -> AnyView
init<C: View>(#ViewBuilder content: #escaping () -> C) {
self.content = {
.init(content())
}
}
var body: some View {
content()
}
}
struct NavigationList {
#Indirect
var next: NavigationList?
let screen: Screen
}
enum NavigationListKey: EnvironmentKey {
static var defaultValue: Binding<NavigationList?> {
.constant(nil)
}
}
extension EnvironmentValues {
var navigationList: Binding<NavigationList?> {
get { self[NavigationListKey.self] }
set { self[NavigationListKey.self] = newValue }
}
}
struct LazyView<Content: View>: View {
#ViewBuilder var content: () -> Content
var body: some View {
content()
}
}
#propertyWrapper
struct Indirect<Wrapped> {
private final class Storage: CustomReflectable {
var wrapped: Wrapped
init(_ wrapped: Wrapped) {
self.wrapped = wrapped
}
var customMirror: Mirror {
.init(self, children: [(label: "wrapped", value: wrapped)])
}
}
private let storage: Storage
var wrappedValue: Wrapped {
get { storage.wrapped }
mutating set { storage.wrapped = newValue }
}
init(wrappedValue: Wrapped) {
self.storage = .init(wrappedValue)
}
}
You’re missing isDetailLink(false) which is what allows multiple screens to be pushed on to one navigation controller.
But there are also structural problems with the code. It's best to use SwiftUI View data structs as designed and let them store the hierachy of data. If you go off on your own architecture then you lose the magic like invalidation and diffing and it'll likely slow down too.
I have a short array of items that I want to display in a segmented picker. I'm passing the selected item (0, by default). The picker displays, but no item is selected, and the picker is unresponsive to clicks (in the simulator). I have a very similar picker that uses percentage values, and it works correctly. I am guessing that the issue has to do with the closure that I'm passing to the ForEach loop, but I am unclear on what syntax I should be using, if that is in fact the issue.
The code is as follows:
#State private var originalUnit = 0
let sourceUnits = ["meters","kilometers","feet","yards","miles"]
var body: some View {
NavigationView {
Form {
Section {
Picker("Unit", selection $originalUnit) {
ForEach(sourceUnits, id: \.self {
Text($0)
}
} .pickerStyle(.segmented)
} header: {
Text("Choose Unit")
}
} .navigationTitle("MyApp")
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
Any insights on this would be appreciated. Thanks in advance!
You have a type mismatch between your originalUnit (Int) and your sourceUnits (String). Your selection needs to match the type.
struct ContentView: View {
#State private var originalUnit = "meters" //<-- Here
let sourceUnits = ["meters","kilometers","feet","yards","miles"]
var body: some View {
NavigationView {
Form {
Section {
Picker("Unit", selection: $originalUnit) {
ForEach(sourceUnits, id: \.self) {
Text($0)
}
} .pickerStyle(.segmented)
} header: {
Text("Choose Unit")
}
} .navigationTitle("MyApp")
}
}
}
If, for some reason, you really needed originalUnit to be an Int, you could use enumerated (normally not the most efficient method for large collections in a ForEach, but that'll be inconsequential for something this small) so that the id is the index and matches the type (Int) of originalUnit:
struct ContentView: View {
#State private var originalUnit = 0
let sourceUnits = ["meters","kilometers","feet","yards","miles"]
var body: some View {
NavigationView {
Form {
Section {
Picker("Unit", selection: $originalUnit) {
ForEach(Array(sourceUnits.enumerated()), id: \.0) { //<-- .0 is the index (Int)
Text($0.1) //<-- .1 is the original item String
}
} .pickerStyle(.segmented)
} header: {
Text("Choose Unit")
}
} .navigationTitle("MyApp")
}
}
}
You can set tag for your picker's row. Tag is any hashable type.
Refer this code work with any type of object for selection
struct TestView: View {
#StateObject var viewModel = TestViewModel()
var body: some View {
VStack {
Text(viewModel.selectedItem.title)
Picker("Select item", selection: $viewModel.selectedItem) {
ForEach(viewModel.items) { makeRowForItem($0) }
}
}
}
#ViewBuilder
func makeRowForItem(_ item: Item) -> some View {
Text(item.title).tag(item)
}
}
struct Item: Identifiable, Hashable {
var id = UUID().uuidString
var title = "Untitled"
func hash(into hasher: inout Hasher) {
hasher.combine(id)
}
}
class TestViewModel: ObservableObject {
#Published var selectedItem: Item
#Published var items: [Item]
init() {
let list = (1..<10).map { Item(title: "Untitled \($0)") }
items = list
selectedItem = list.first!
}
}
I have a study project also you can call it testing/ learning project! Which has a goal to recreate the data source and trying get sinked with latest updates to data source!
In this project I was successful to create the same data source without sending or showing data source to the Custom View! like this example project in down, so I want keep the duplicated created data source with original data source updated!
For example: I am deleting an element in original data source and I am trying read the id of the View that get disappeared! for deleting the same one in duplicated one! but it does not work well!
The Goal: As you can see in my project and my codes! I want create and keep the duplicated data source sinked and equal to original without sending the data source directly to custom View! or even sending any kind of notification! the goal is that original data source should put zero work to make itself known to duplicated data source and the all work is belong to custom View to figure out the deleted item.
PS: please do not ask about use case or something like that! I am experimenting this method to see if it would work or where it could be helpful!
struct ContentView: View {
#State private var array: [Int] = Array(0...3)
var body: some View {
VStack(alignment: .leading, spacing: 10.0) {
ForEach(array.indices, id:\.self) { index in
CustomView(id: index) {
HStack {
Text(String(describing: array[index]))
.frame(width: 50.0)
Image(systemName: "trash")
.foregroundColor(.red)
.onTapGesture { array.remove(at: index) }
}
}
}
}
.font(Font.body.bold())
}
}
struct CustomView<Content: View>: View {
let id: Int
let content: () -> Content
#StateObject private var customModel: CustomModel = CustomModel.shared
var body: some View {
content()
.preference(key: IntPreferenceKey.self, value: id)
.onPreferenceChange(IntPreferenceKey.self) { newValue in
if !customModel.array.contains(newValue) { customModel.array.append(newValue) }
}
.onDisappear(perform: {
print("id:", id, "is going get removed!")
customModel.array.remove(at: id)
})
}
}
class CustomModel: ObservableObject {
static let shared: CustomModel = CustomModel()
#Published var array: Array<Int> = Array<Int>() {
didSet {
print(array.sorted())
}
}
}
struct IntPreferenceKey: PreferenceKey {
static var defaultValue: Int { get { return Int() } }
static func reduce(value: inout Int, nextValue: () -> Int) { value = nextValue() }
}
Relying on array indexes for ForEach will be unreliable for this sort of work, since the ID you're using is self -- ie the index of the item. This will result in unreliable recalculations of the items in ForEach since they're not actually identifiable by their index. For example, if item 0 gets removed, then what was item 1 now becomes item 0, making using an index as the identifier relatively useless.
Instead, use actual unique IDs to describe your models and everything works as expected:
struct Item: Identifiable {
let id = UUID()
var label : Int
}
struct ContentView: View {
#State private var array: [Item] = [.init(label: 0),.init(label: 1),.init(label: 2),.init(label: 3)]
var body: some View {
VStack(alignment: .leading, spacing: 10.0) {
ForEach(array) { item in
CustomView(id: item.id) {
HStack {
Text("\(item.label) - \(item.id)")
.frame(width: 50.0)
Image(systemName: "trash")
.foregroundColor(.red)
.onTapGesture { array.removeAll(where: { $0.id == item.id }) }
}
}
}
}
.font(.body.bold())
}
}
struct CustomView<Content: View>: View {
let id: UUID
let content: () -> Content
#StateObject private var customModel: CustomModel = CustomModel.shared
var body: some View {
content()
.preference(key: UUIDPreferenceKey.self, value: id)
.onPreferenceChange(UUIDPreferenceKey.self) { newValue in
if !customModel.array.contains(where: { $0 == id }) {
customModel.array.append(id)
}
}
.onDisappear(perform: {
print("id:", id, "is going to get removed!")
customModel.array.removeAll(where: { $0 == id })
})
}
}
class CustomModel: ObservableObject {
static let shared: CustomModel = CustomModel()
#Published var array: Array<UUID> = Array<UUID>() {
didSet {
print(array)
}
}
}
struct UUIDPreferenceKey: PreferenceKey {
static var defaultValue: UUID { get { return UUID() } }
static func reduce(value: inout UUID, nextValue: () -> UUID) { value = nextValue() }
}
I have already read this thread
SwiftUI - Button - How to pass a function (with parameters) request to parent from child
however after the original poster edited his own answer he proposed a way that didn't match his own question.
Unfortunately I have not yet reached enough points to post comments in this thread
This is the code example from the post above repeated to explain the problem:
struct ChildView: View {
var function: () -> Void
var body: some View {
Button(action: {
self.function()
}, label: {
Text("Button")
})
}
}
struct ContentView: View {
var body: some View {
ChildView(function: { self.setViewBackToNil() })
}
func setViewBackToNil() {
print("I am the parent")
}
}
And now I want to add a String parameter to setViewBackToNil(myStringParameter: String)
Here is possible solution. Tested with Xcode 11.4 / iOS 13.4
struct ChildView: View {
var function: (String) -> Void
#State private var value = "Child Value"
var body: some View {
Button(action: {
self.function(self.value)
}, label: {
Text("Button")
})
}
}
struct ContentView: View {
var body: some View {
ChildView { self.setViewBackToNil(myStringParameter: $0) }
}
func setViewBackToNil(myStringParameter: String) {
print("I am the parent: \(myStringParameter)")
}
}