Is there no way to detect when a SwiftUI view is dismissed? - ios

I have an app that is built using a NavigationSplitView with a menu on the left and a map on the right. The left view controls the state of the map depending on what view is currently shown in the menu. Previously I saved my own routing state model for the navigation when NavigationLinks where activated using tags and selection. This made it possible to know the exact state of the apps routing at all times. With the new NavigationStack, we have to use NavigationPath which can not be monitored since the internal values are private.
Another option we had previously for knowing when a view was dismissed was to create a StateObject for the view when the view was created, then it will be deallocated as the view is dismissed. However that won't work in NavigationStack since the new .navigationDestination is called multiple times like any type of view rendering, making the StateObject allocate and deallocate just as many times.
And yes, I know about .onAppear and .onDisappear. However, these events are irrelevant in this situation since they can be called multiple times during the views lifecycle e.g. when another view is presented on top of the current view etc.
Is it possible to detect when a view truly disappears (is dismissed) in SwiftUI?

This isn't an answer to how to detect when a screen disappears, but rather a solution to the first part of your problem.
With a NavigationStack, you don't have to use a NavigationPath object as the path.
The initialiser is:
init(path: Binding<Data>, #ViewBuilder root: () -> Root) where Data : MutableCollection, Data : RandomAccessCollection, Data : RangeReplaceableCollection, Data.Element : Hashable
so path can be a Binding of any array who's elements are Hashable. e.g.
struct ContentView: View {
enum Routing: Hashable {
case screen1, screen2(String)
}
#State private var path: [Routing] = []
var body: some View {
NavigationStack(path: $path) {
List {
NavigationLink("Show screen 1", value: Routing.screen1)
NavigationLink("Show screen 2", value: Routing.screen2("Fred"))
}
.navigationDestination(for: Routing.self) { screen in
switch screen {
case .screen1:
Text("This is screen 1")
case let .screen2(name):
Text("This is screen 2 - name: \(name)")
}
}
}
.onChange(of: path) { newValue in
path.forEach { screen in
print(screen)
}
}
}
}
As your path is not an opaque object you can use that to determine your app's current state.

Related

Why is this SwiftUI state not updated when passed as a non-binding parameter?

Here's what I want to do:
Have a SwiftUI view which changes a local State variable
On a button tap, pass that variable to some other part of my application
However, for some reason, even though I update the state variable, it doesn't get updated when it's passed to the next view.
Here's some sample code which shows the problem:
struct NumberView: View {
#State var number: Int = 1
#State private var showNumber = false
var body: some View {
NavigationStack {
VStack(spacing: 40) {
// Text("\(number)")
Button {
number = 99
print(number)
} label: {
Text("Change Number")
}
Button {
showNumber = true
} label: {
Text("Show Number")
}
}
.fullScreenCover(isPresented: $showNumber) {
SomeView(number: number)
}
}
}
}
struct SomeView: View {
let number: Int
var body: some View {
Text("\(number)")
}
}
If you tap on "Change Number", it updates the local state to 99. But when I create another view and pass this as a parameter, it shows 1 instead of 99. What's going on?
Some things to note:
If you uncomment Text("\(number)"), it works. But this shouldn't be necessary IMO.
It also works if you make SomeView use a binding. But for my app, this won't work. My actual use case is a 'select game options' view. Then, I will create a non-SwiftUI game view and I want to pass in these options as parameters. So, I can't have bindings all the way down my gaming code just because of this bug. I want to just capture what the user enters and create a Parameters object with that data.
It also works if you make it a navigationDestination instead of a fullScreenCover. ¯\(ツ)/¯ no idea on that one...
A View is a struct, therefore its properties are immutable, so the view can not change its own properties. This is why changing the property named number from inside the body of the view needs this property to be annotated with a #State property wrapper. Thanks to Swift and SwiftUI, transparent read and write callbacks let the value being seen changed. So you must not pass number as a parameter of SomeView() when calling fullScreenCover(), but pass a reference to number, for the callbacks to be systematically called: $number. Since you are not passing an integer anymore to construct struct SomeView, the type of the property named number in this struct can not any longer be an integer, but must be a reference to an integer (namely a binding): use the #Binding annotation for this.
So, replace SomeView(number: number) by SomeView(number: $number) and let number: Int by #Binding var number: Int to do the job.
Here is the correct source code:
import SwiftUI
struct NumberView: View {
#State var number: Int = 1
#State private var showNumber = false
var body: some View {
NavigationStack {
VStack(spacing: 40) {
// Text("\(number)")
Button {
number = 99
print(number)
} label: {
Text("Change Number")
}
Button {
showNumber = true
} label: {
Text("Show Number")
}
}
.fullScreenCover(isPresented: $showNumber) {
SomeView(number: $number)
}
}
}
}
struct SomeView: View {
#Binding var number: Int
var body: some View {
Text("\(number)")
}
}
After all that said to obtain a valid source code, their is a little trick that has not been explained up to now: if you simply replace in your source code Text("Change Number") by Text("Change Number \(number)"), without using $ reference nor #Binding keywords anywhere, you will see that the problem is also automatically solved! No need to use #binding in SomeView! This is because SwiftUI makes optimizations when building a tree of views. If it knows that the displayed view changed (not only its properties), it will compute the view with updated #State values. Adding number to the button label makes SwiftUI track changes of the number state property and it now updates its cached value to display the Text button label, therefore this new value will be correctly used to create SomeView. All of that may be considered as strange things, but is simply due to optimizations in SwiftUI. Apple does not fully explain how it implements optimizations building a tree of views, there are some informations given during WWDC events but the source code is not open. Therefore, you need to strictly follow the design pattern based on #State and #Binding to be sure that the whole thing works like it should.
All of that said again, one could argue that Apple says that you do not have to use #Binding to pass a value to a child view if this child view only wants to access the value: share the state with any child views that also need access, either directly for read-only access, or as a binding for read-write access (https://developer.apple.com/documentation/swiftui/state). This is right, but Apple says in the same article that you need to place [state] in the highest view in the view hierarchy that needs access to the value. With Apple, needing to access a value means that you need it to display the view, not only to do other computations that have no impact on the screen. This is this interpretation that lets Apple optimize the computation of the state property when it needs to update NumberView, for instance when computing the content of the Text("Change Number \(number)") line. You could find it really tricky. But there is a way to understand that: take the initial code you wrote, remove the #State in front of var number: Int = 1. To compile it, you need to move this line from inside the struct to outside, for instance at the very first line of your source file, just after the import declaration. And you will see that it works! This is because you do not need this value to display NumberView. And thus, it is perfectly legal to put the value higher, to build the view named SomeView. Be careful, here you do not want to update SomeView, so there is no border effects. But it would not work if you had to update SomeView.
Here is the code for this last trick:
import SwiftUI
// number is declared outside the views!
var number: Int = 1
struct NumberView: View {
// no more state variable named number!
// No more modification: the following code is exactly yours!
#State private var showNumber = false
var body: some View {
NavigationStack {
VStack(spacing: 40) {
// Text("\(number)")
Button {
number = 99
print(number)
} label: {
Text("Change Number")
}
Button {
showNumber = true
} label: {
Text("Show Number")
}
}
.fullScreenCover(isPresented: $showNumber) {
SomeView(number: number)
}
}
}
}
struct SomeView: View {
let number: Int
var body: some View {
Text("\(number)")
}
}
This is why you should definitely follow the #State and #Binding design pattern, taking into account that if you declare a state in a view that does not use it to display its content, you should declare this state as a #Binding in child views even if those children do not need to make changes to this state. The best way to use #State is to declare it in the highest view that needs it to display something: never forget that #State must be declared in the view that owns this variable; creating a view that owns a variable but that does not have to use it to display its content is an anti-pattern.
Since number isn't read in body, SwiftUI's dependency tracking detect it. You can give it a nudge like this:
.fullScreenCover(isPresented: $showNumber) { [number] in
Now a new closure will be created with the updated number value whenever number changes. Fyi the [number] in syntax is called a "capture list", read about it here.
Nathan Tannar gave me this explanation via another channel which I think gets to the crux of my problem. It does seem that this is a SwiftUI weirdness caused by knowing when and how it updates views based on state. Thanks Nathan!
It’s because the number isn’t “read” in the body of the view. SwiftUI is smart in that it only triggers view updates when a dependency of the view changes. Why this causes issues with the fullScreenCover modifier is because it captures an #escaping closure for the body. Which means it’s not read until the cover is presented. Since its not read the view body will not be re-evaluated when the #State changes, you can validate this by setting a breakpoint in the view body. Because the view body is not re-evaluated, the #escaping closure is never re-captured and thus it will hold a copy of the original value.
As a side note, you’ll find that once you present the cover for the first time and then dismiss, subsequent presentations will update correctly.
Arguably this seems like a SwiftUI bug, the fullScreenCover probably shouldn’t be #escaping. You can workaround by reading the number within the body, or wrapping the modifier with something like this, since here destination is not #escaping captured so the number will be read in the views body evaluation.
struct FullScreenModifier<Destination: View>: ViewModifier {
#Binding var isPresented: Bool
#ViewBuilder var destination: Destination
func body(content: Content) -> some View {
content
.fullScreenCover(isPresented: $isPresented) {
destination
}
}
}

SwiftUI: modal Sheet hides ProgressView

I'm trying to have a system-wide progress bar in my SwiftUI application, so I defined this view (be aware: I'm targeting iOS 13+):
import SwiftUI
struct LoadingView<Content>: View where Content: View {
#Binding var isShowing: Bool
var content: () -> Content
var body: some View {
GeometryReader { _ in
ZStack {
self.content()
if self.isShowing {
VStack {
ActivityIndicator()
Text("Loading...")
}
}
}
}
}
}
struct ActivityIndicator: UIViewRepresentable {
typealias UIView = UIActivityIndicatorView
fileprivate var configuration = { (_: UIView) in }
func makeUIView(context: UIViewRepresentableContext<Self>) -> UIView { UIView() }
func updateUIView(_ uiView: UIView, context: UIViewRepresentableContext<Self>) {
uiView.startAnimating()
configuration(uiView)
}
}
and is used in ContenView.swift like this
import SwiftUI
struct ContentView: View {
#EnvironmentObject var myViewModel: MyViewModel
var body: some View {
let isLoading = Binding<Bool>(
get: { self.myViewModel.isLoading },
set: { _ in }
)
LoadingView(isShowing: isLoading) {
NavigationView {
Home()
}
.navigationViewStyle(StackNavigationViewStyle())
}
}
}
where MyViewModel is a pretty standard ViewModel with a #Published var for isLoading, and Home() is the main entry point for the app.
Whenever some action that trigger isLoading in MyViewModel is done, the progress bar is shown (and hidden) correctly.
But, if I present a .sheet either by one of the view inside the NavigationView, or using the ContentView itself, no matter what it hides the progress bar.
Even if I use the builtin 14+ ProgressView the problem persists.
.Zindex() does not help either.
Any way to have that view always on top when showed, no matter what .sheet, .alert or any overlay view is available on SwiftUI is present on the screen?
Thanks in advance!
As already written in the comments, a modal view will be shown on top of any other view. A modal view is meant to establish a Computer-Human communication, or dialog (thus modal views frequently will be named "Dialog").
The observation, that a sheet (modal view) covers the loading indicator is expected behaviour.
But, IMO the issue described in the question and refined in the comments, can be solved nicely without breaking the behaviour of the modal views:
When you want to show data, that is not yet complete or even completely absent, you may show a "blank" screen, and in additions to this, let the view model generate a view state that says, that the view should show an "Input Sheet".
So initially, the user sees an input form over a blank screen.
Once the user made the input and submits the form (which will be handled in the View Model) the input sheet disappears (controlled by the View State generated by the View Model), and reveals the "blank" view underneath it.
So, the View Model could now present another sheet, or it realises that the input is complete.
Once the input is complete, the view model loads data and since this may take a while, it reflects this in the View State accordingly, for example using a "loading" state or flag. The view renders this accordingly, which is a loading indicator above the "blank" view.
When the view model receives data, it clears the loading state and sets the view state accordingly, passing through the data as well.
The view now renders the data view.
If the loading task failed, the view model composes a view state where the content is "absent" and with an error info.
Again the view renders this, possibly showing an alert with the message above a "blank" view, since there is still no data.
Ensure, the user can dismiss the error alert and the view model handles it by removing the "modal error" state, but the content is still "absent".
Now, the user is starring at a blank view. You may embed an error message here, or even add a "Retry" button. In any case, ensure the user can navigate away from that screen.
And so on. ;)

SwiftUI Landmarks App Tutorial Screen Navigates Back When Toggle Favorite

I'm following this SwiftUI tutorial and downloaded the project files.
I built and ran the complete project without any modifications. In the app, if I:
Toggle "Show Favorites Only" on in the list view
Tap into the "Turtle Rock" or "Chilkoot Trail" detail view
In the detail view, I toggle the favorite button (a yellow star icon)
The screen will jump back to the list view by itself.
But if I tap into the detail view of the last item ("St. Mary Lake") in the list view, I can toggle the yellow star button on and off and still stay in the same detail view.
Can anyone explain this behavior? What do I need to do to stay in the detail view without being forced to navigate back to the list view?
Well, actually it is SwiftUI defect, the View being out of view hierarchy must not be refreshed (ie. body called) - it should be updated right after next appearance. (I submitted feedback #FB7659875, and recommend to do the same for everyone affected - this is the case when duplicates are better)
Meanwhile, below is possible temporary workaround (however it will continue work even after Apple fix the issue, so it is safe). The idea is to use local view state model as intermediate between view and published property and make it updated only when view is visible.
Provided only corrected view to be replaced in mentioned project.
Tested with Xcode 11.4 / iOS 13.4 - no unexpected "jump back"
struct LandmarkList: View {
#EnvironmentObject private var userData: UserData
#State private var landmarks = [Landmark]() // local model
#State private var isVisible = false // own visibility state
var body: some View {
NavigationView {
List {
Toggle(isOn: $userData.showFavoritesOnly) {
Text("Show Favorites Only")
}
ForEach(landmarks) { landmark in
if !self.userData.showFavoritesOnly || landmark.isFavorite {
NavigationLink(
destination: LandmarkDetail(landmark: landmark)
.environmentObject(self.userData)
) {
LandmarkRow(landmark: landmark)
}
}
}
}
.onReceive(userData.$landmarks) { array in // observe external model
if self.isVisible {
self.landmarks = array // update local only if visible
}
}
.onAppear {
self.isVisible = true // track own state
self.landmarks = self.userData.landmarks
}
.onDisappear { self.isVisible = false } // track own state
.navigationBarTitle(Text("Landmarks"))
}
}
}
this happens because in the "main" list you toggled to "show only favorites". then you change in the detail the favorites (so it is no favorite landmark anymore) and because in swiftui the source of truth was changed (favorite) this item was removed from the main list and so it cannot be shown in the detail anymore because it is no member of the main list anymore, so the detail view just navigates back and show the favorite items only.

SwiftUI #State variables not getting deinitialized

I have a SwiftUI View where I declare a condition like this
#State var condition = UserDefaults.standard.bool(forKey: "JustKey")
When I first push this view into the navigation stack condition variable is getting the correct value. Then when I pop this View I change the value in UserDefaults but when I push this screen again condition variable remembers the old value which it got first time.
How to find a workaround for this because I want to reinitialize my condition variable each time I enter my custom view where I declared it?
In this case, #State is behaving exactly like it is supposed to: as a persistent store for the component it's attached to.
Fundamentally, pushing a view with a NavigationLink is like any other component in the view hierarchy. Whether or not the screen is actually visible is an implementation detail. While SwiftUI is not actually rendering your hidden UI elements after closing a screen, it does hold on to the View tree.
You can force a view to be completely thrown away with the .id(_:) modifier, for example:
struct ContentView: View {
#State var i = 0
var body: some View {
NavigationView {
VStack {
NavigationLink(destination: DetailView().id(i)) {
Text("Show Detail View")
}
Button("Toggle") {
self.i += 1
UserDefaults.standard.set(
!UserDefaults.standard.bool(forKey: "JustKey"),
forKey: "JustKey")
}
}
}
}
}
The toggle button both modifies the value for JustKey and increments the value that we pass to .id(i). When the singular argument to id(_:) changes, the id modifier tells SwiftUI that this is a different view, so when SwiftUI runs it's diffing algorithm it throws away the old one and creates a new one (with new #State variables). Read more about id here.
The explanation above provides a workaround, but it's not a good solution, IMO. A much better solution is to use an ObservableObject. It looks like this:
#ObservedObject condition = KeyPathObserver(\.JustKey, on: UserDefaults.standard)
You can find the code that implements the KeyPathObserver and a full working Playground example at this SO answer

SwiftUI: NavigationLink pops immediately if used within ForEach

I'm using a NavigationLink inside of a ForEach in a List to build a basic list of buttons each leading to a separate detail screen.
When I tap on any of the list cells, it transitions to the detail view of that cell but then immediately pops back to the main menu screen.
Not using the ForEach helps to avoid this behavior, but not desired.
Here is the relevant code:
struct MainMenuView: View {
...
private let menuItems: [MainMenuItem] = [
MainMenuItem(type: .type1),
MainMenuItem(type: .type2),
MainMenuItem(type: .typeN),
]
var body: some View {
List {
ForEach(menuItems) { item in
NavigationLink(destination: self.destination(item.destination)) {
MainMenuCell(menuItem: item)
}
}
}
}
// Constructs destination views for the navigation link
private func destination(_ destination: ScreenDestination) -> AnyView {
switch destination {
case .type1:
return factory.makeType1Screen()
case .type2:
return factory.makeType2Screen()
case .typeN:
return factory.makeTypeNScreen()
}
}
If you have a #State, #Binding or #ObservedObject in MainMenuView, the body itself is regenerated (menuItems get computed again) which causes the NavigationLink to invalidate (actually the id change does that). So you must not modify the menuItems arrays id-s from the detail view.
If they are generated every time consider setting a constant id or store in a non modifying part, like in a viewmodel.
Maybe I found the reason of this bug...
if you use iOS 15 (not found iOS 14),
and you write the code NavigationLink to go to same View in different locations in your projects, then this bug appear.
So I simply made another View that has different destination View name but the same contents... then it works..
you can try....
sorry for my poor English...

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