SwiftUI ChildView Not recalculated on state change - ios

So this is most likely a newbie SwiftUI question, I have a parent view which takes an #ObservedObject (e.g. viewModel) the view model seems to be correctly publishes changes in the model to the CollectionView, and view is correctly recalculating the body. However, the child view's (EmojiCell) body doesn't seem to be recalculated? Below is the related code, appreciate any insight.
I can get this to work, if I change the Card to be ObservableClass and to have its isFaceUp as #Published but this obviously is not the right solution!
struct CollectionView: View {
#ObservedObject var viewModel: EmojiMemoryGameViewModel
init(viewModel: EmojiMemoryGameViewModel) {
self.viewModel = viewModel
}
var body: some View {
// This is called on tap as expected so the viewModel is indeed
// correctly notifying the view of it's change, the body is
// recalculated, BUT EmojiCell's body doesn't get called!
print("CollectionView recalc")
return HStack {
ForEach(viewModel.cards) { card in
// This doesn't
EmojiCell(card: card).onTapGesture {
viewModel.choose(card: card)
}
// This works!
// return ZStack {
// if card.isFaceUp {
// RoundedRectangle(cornerRadius: 10)
// .fill(Color.white)
// RoundedRectangle(cornerRadius: 10)
// .stroke(lineWidth: 3)
// Text(card.content)
// }
// else {
// RoundedRectangle(cornerRadius: 10).fill()
// }
// }
// .onTapGesture {
// self.viewModel.choose(card: card)
// }
}
}
.padding()
.foregroundColor(.orange)
.font(.largeTitle)
}
}
typealias EmojiCard = MemoryGame<String>.Card
struct EmojiCell: View {
let card: EmojiCard
var body: some View {
print("Cell recalc")
return ZStack {
if card.isFaceUp {
RoundedRectangle(cornerRadius: 10)
.fill(Color.white)
RoundedRectangle(cornerRadius: 10)
.stroke(lineWidth: 3)
Text(card.content)
}
else {
RoundedRectangle(cornerRadius: 10).fill()
}
}
}
}
// Other relevant code
struct Card: Identifiable, Hashable {
var id: Int
var isFaceUp = true
var isMatched = false
var content: CardContent
func hash(into hasher: inout Hasher) {
hasher.combine(id)
}
}
extension MemoryGame.Card: Equatable {
static func == (lhs: MemoryGame<CardContent>.Card, rhs: MemoryGame<CardContent>.Card) -> Bool {
return lhs.id == rhs.id
}
}
class EmojiMemoryGameViewModel: ObservableObject {
#Published private var model: MemoryGame<String> = EmojiMemoryGameViewModel.createMemoryGame()
static func createMemoryGame() -> MemoryGame<String> {
let listOfCards = ["๐Ÿ‘ป", "๐Ÿ‘ฝ", "๐Ÿ‘พ"]
return MemoryGame(numberOfPairsOfCards: listOfCards.count) { index in
return listOfCards[index]
}
}
var cards: [MemoryGame<String>.Card] {
model.cards
}
func choose(card: MemoryGame<String>.Card) {
model.choose(card)
}
}

This was a silly mistake on my part. The problem was actually immature implementation of Equatable which is actually no longer needed as of Swift 4.1+ (same for Hashable). I originally added it to ensure I could compare Cards (needed for index(of:) method), however, since I was only checking comparing id's, it was messing with SwiftUI's internal comparison algorithm for redrawing. SwiftUI too was using my Equatable implementation and thinking oh the Card actually has not changed!

Related

if Array is empty, append all values in enum to array

First Dabble in SwiftUI, I've managed to get the below code working such that when I press a button, it will show a "selected" state and add the selected sports into an array. (and remove from the array if "deselected")
However, I can't figure out how to initialise the sportsArray with ALL values within the enum HelperIntervalsIcu.icuActivityType.allCases if it is initially empty.
I tried to put in
if sportsArray.isEmpty {
HelperIntervalsIcu.icuActivityType.allCases.forEach {
sportsArray.append($0.rawvalue)
}
but Xcode keeps telling me type() cannot conform to View or things along those lines
struct selectSports: View {
#State private var sportsArray = [String]()
var body: some View {
ScrollView(.horizontal, showsIndicators: false) {
HStack {
// https://stackoverflow.com/a/69455949/14414215
ForEach(Array(HelperIntervalsIcu.icuActivityType.allCases), id:\.rawValue) { sport in
Button(action: {
addSports(sport: sport.rawValue)
}) {
HStack {
Image(getSportsIcon(sport: sport.rawValue))
.selectedSportsImageStyle(sportsArray: sportsArray, sport: sport.rawValue)
Text(sport.rawValue)
}
}
.buttonStyle(SelectedSportButtonStyle(sportsArray: sportsArray, sport: sport.rawValue))
}
}
}
}
struct SelectedSportButtonStyle: ButtonStyle {
var sportsArray: [String]
var sport: String
var selectedSport : Bool {
if sportsArray.contains(sport) {
return true
} else {
return false
}
}
func makeBody(configuration: Self.Configuration) -> some View {
configuration.label
.font(selectedSport ? Font.subheadline.bold() : Font.subheadline)
.aspectRatio(contentMode: .fit)
.foregroundColor(selectedSport ? Color.orange : Color(UIColor.label))
.padding([.leading, .trailing], 15)
.padding([.top, .bottom],10)
.overlay(
RoundedRectangle(cornerRadius: 5.0)
.stroke(lineWidth: 2.0)
.foregroundColor(selectedSport ? Color.orange : Color.gray)
)
.offset(x: 10, y: 0)
}
}
func addSports(sport: String) {
if sportsArray.contains(sport) {
let sportsIndex = sportsArray.firstIndex(where: { $0 == sport })
sportsArray.remove(at: sportsIndex!)
} else {
sportsArray.append(sport)
}
print("Selected Sports:\(sportsArray)")
}
}
No Sports Selected (in this case sportsArray is empty and thus the default state which I would like have would be to have ALL sports Pre-selected)
2 Sports Selected
I assume you wanted to do that in onAppear, like
struct selectSports: View {
#State private var sportsArray = [String]()
var body: some View {
ScrollView(.horizontal, showsIndicators: false) {
// .. other code
}
.onAppear {
if sportsArray.isEmpty { // << here !!
HelperIntervalsIcu.icuActivityType.allCases.forEach {
sportsArray.append($0.rawvalue)
}
}
}
}
}

How does SwiftUI know which view's needed to redraw or not?

I have a question about process that SwiftUI does.
This code below is from a Stanford cs193p lecture.
// View
struct ContentView: View {
#ObservedObject var viewModel: EmojiMemoryGame
var body: some View {
ScrollView {
LazyVGrid(columns: [GridItem(.adaptive(minimum: 65, maximum: 100))]) {
// Set break point 1
ForEach(viewModel.cards) { card in
CardView(card: card)
.aspectRatio(2/3, contentMode: .fit)
.onTapGesture {
viewModel.choose(card)
}
}
}
}
.foregroundColor(.red)
.padding(.horizontal)
}
}
struct CardView: View {
let card: MemoryGame<String>.Card
var body: some View {
// Set break point 2
ZStack {
let shape = RoundedRectangle(cornerRadius: 20)
if card.isFaceUp {
shape.fill().foregroundColor(.white)
shape.strokeBorder(lineWidth: 3)
Text(card.content).font(.largeTitle)
} else if card.isMatched {
shape.opacity(0)
} else {
shape.fill()
}
}
}
}
// ViewModel
class EmojiMemoryGame: ObservableObject {
#Published private var model: MemoryGame<String> = EmojiMemoryGame.createMemoryGame()
static let emojis = ["๐Ÿ‘", "๐Ÿ–ฅ", "โ™ฅ๏ธ", "โ™ฆ๏ธ", "โ™ฃ๏ธ", "โ™ ๏ธ", "๐ŸŽ", "โŒ", "๐Ÿง‘๐Ÿปโ€๐Ÿ’ป", "๐Ÿ’ผ",
"รท", "โœ•", "โˆš", "๐Ÿ˜ญ", "โžก๏ธ", "๐Ÿ™Œ", "๐Ÿ†š", "๐Ÿ…ถ", "๐Ÿ“", "๐Ÿคœ"]
static func createMemoryGame() -> MemoryGame<String> {
return MemoryGame<String>(numberOfPairsOfCards: EmojiMemoryGame.emojis.count) { pairIndex in
EmojiMemoryGame.emojis[pairIndex]
}
}
var cards: [MemoryGame<String>.Card] {
return model.cards
}
func choose(_ card: MemoryGame<String>.Card) {
model.choose(card)
}
}
// Model
struct MemoryGame<CardContent: Equatable> {
private(set) var cards: [Card]
private var indexOfTheOneAndOnlyFaceUpCard: Int?
init(numberOfPairsOfCards: Int, createCardContent: (Int) -> CardContent) {
cards = []
for pairIndex in 0..<numberOfPairsOfCards {
let content = createCardContent(pairIndex)
cards.append(Card(content: content))
cards.append(Card(content: content))
}
}
mutating func choose(_ card: Card) {
if let chosenIndex = cards.firstIndex(where: { $0.id == card.id }),
!cards[chosenIndex].isFaceUp,
!cards[chosenIndex].isMatched
{
if let potentialMatchIndex = indexOfTheOneAndOnlyFaceUpCard {
if cards[chosenIndex].content == cards[potentialMatchIndex].content {
cards[chosenIndex].isMatched = true
cards[potentialMatchIndex].isMatched = true
}
indexOfTheOneAndOnlyFaceUpCard = nil
} else {
for index in cards.indices {
cards[index].isFaceUp = false
}
indexOfTheOneAndOnlyFaceUpCard = chosenIndex
}
cards[chosenIndex].isFaceUp.toggle()
}
}
struct Card: Identifiable {
let id: UUID = UUID()
var isFaceUp: Bool = false
var isMatched: Bool = false
var content: CardContent
}
}
As far as I know, viewModel.choose(card) is called, then some Card in cards(in MemoryGame) is changed. And next model(in EmojiMemoryGame) notices that I was changed, so finally ContentView will redraw the body(specifically some part that is depending on viewModel).
So I thought all CardView is going to be redrawn, but it's not. They are redrawing CardView only that has changed.
To double check, I set the break point like the comment in code above. It turns out, first break point came up for every card, but second break point just came up for just the card that had changed before.
Why does this happen like that?
Is it just SwiftUI's power?

SwiftUI: Add refreshable to LazyVStack?

When I use a List view I can easily add the refreshable modifier to trigger refresh logic. My question is how to achieve the same when using a LazyVStack instead.
I have the following code:
struct TestListView: View {
var body: some View {
Text("the list view")
// WORKS:
// VStack {
// List {
// ForEach(0..<10) { n in
// Text("N = \(n)")
// }
// }
// .refreshable {
//
// }
// }
// DOES NOT SHOW REFRESH CONTROL:
ScrollView {
LazyVStack {
ForEach(0..<10) { n in
Text("N = \(n)")
}
}
}
.refreshable {
}
}
}
How can I get the pull to refresh behavior in the LazyVStack case?
Actually it is possible, and I'd say, I understand Apple's idea - they give default built-in behavior for heavy List, but leave lightweight ScrollView just prepared so we could customise it in whatever way we need.
So here is a demo of solution (tested with Xcode 13.4 / iOS 15.5)
Main part:
struct ContentView: View {
var body: some View {
ScrollView {
RefreshableView()
}
.refreshable { // << injects environment value !!
await fetchSomething()
}
}
}
struct RefreshableView: View {
#Environment(\.refresh) private var refresh // << refreshable injected !!
#State private var isRefreshing = false
var body: some View {
VStack {
if isRefreshing {
MyProgress()
.transition(.scale)
}
// ...
.onPreferenceChange(ViewOffsetKey.self) {
if $0 < -80 && !isRefreshing { // << any creteria we want !!
isRefreshing = true
Task {
await refresh?() // << call refreshable !!
await MainActor.run {
isRefreshing = false
}
}
}
}
Complete test module is here
Based on Asperi answer:
import SwiftUI
struct ContentView: View {
var body: some View {
ScrollView {
RefreshableView {
RoundedRectangle(cornerRadius: 20)
.fill(.red).frame(height: 100).padding()
.overlay(Text("Button"))
.foregroundColor(.white)
}
}
.refreshable { // << injects environment value !!
await fetchSomething()
}
}
func fetchSomething() async {
// demo, assume we update something long here
try? await Task.sleep(nanoseconds: 2 * 1_000_000_000)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
struct RefreshableView<Content: View>: View {
var content: () -> Content
#Environment(\.refresh) private var refresh // << refreshable injected !!
#State private var isRefreshing = false
var body: some View {
VStack {
if isRefreshing {
MyProgress() // ProgressView() ?? - no, it's boring :)
.transition(.scale)
}
content()
}
.animation(.default, value: isRefreshing)
.background(GeometryReader {
// detect Pull-to-refresh
Color.clear.preference(key: ViewOffsetKey.self, value: -$0.frame(in: .global).origin.y)
})
.onPreferenceChange(ViewOffsetKey.self) {
if $0 < -80 && !isRefreshing { // << any creteria we want !!
isRefreshing = true
Task {
await refresh?() // << call refreshable !!
await MainActor.run {
isRefreshing = false
}
}
}
}
}
}
struct MyProgress: View {
#State private var isProgress = false
var body: some View {
HStack{
ForEach(0...4, id: \.self){index in
Circle()
.frame(width:10,height:10)
.foregroundColor(.red)
.scaleEffect(self.isProgress ? 1:0.01)
.animation(self.isProgress ? Animation.linear(duration:0.6).repeatForever().delay(0.2*Double(index)) :
.default
, value: isProgress)
}
}
.onAppear { isProgress = true }
.padding()
}
}
public struct ViewOffsetKey: PreferenceKey {
public typealias Value = CGFloat
public static var defaultValue = CGFloat.zero
public static func reduce(value: inout Value, nextValue: () -> Value) {
value += nextValue()
}
}
Now SwiftUI Added the .refreshable modifier to ScrollView.
Just use it the way you do with List
ScrollView {
LazyVStack {
// Loop and add View
}
}
.refreshable {
refreshLogic()
}
Its supported starting iOS 15 though.
Here is the documentation reference
#available(iOS 15.0, macOS 12.0, tvOS 15.0, watchOS 8.0, *)
extension View {
/// Marks this view as refreshable.
public func refreshable(action: #escaping #Sendable () async -> Void) -> some View
}
Simply create file RefreshableScrollView in your project
public struct RefreshableScrollView<Content: View>: View {
var content: Content
var onRefresh: () -> Void
public init(content: #escaping () -> Content, onRefresh: #escaping () -> Void) {
self.content = content()
self.onRefresh = onRefresh
}
public var body: some View {
List {
content
.listRowSeparatorTint(.clear)
.listRowBackground(Color.clear)
.listRowInsets(EdgeInsets(top: 0, leading: 0, bottom: 0, trailing: 0))
}
.listStyle(.plain)
.refreshable {
onRefresh()
}
}
}
then use RefreshableScrollView anywhere in your project
example:
RefreshableScrollView{
// Your content LaztVStack{}
} onRefresh: {
// do something you want
}

How to refresh Core Data array when user enters new view with SwiftUI?

I have 3 views. Content View, TrainingView and TrainingList View. I want to list exercises from Core Data but also I want to make some changes without changing data.
In ContentView; I am trying to fetch data with CoreData
struct ContentView: View {
// MARK: - PROPERTY
#FetchRequest(
sortDescriptors: [NSSortDescriptor(keyPath: \Training.timestamp, ascending: false)],
animation: .default)
private var trainings: FetchedResults<Training>
#State private var showingAddProgram: Bool = false
// FETCHING DATA
// MARK: - FUNCTION
// MARK: - BODY
var body: some View {
NavigationView {
Group {
VStack {
HStack {
Text("Your Programs")
Spacer()
Button(action: {
self.showingAddProgram.toggle()
}) {
Image(systemName: "plus")
}
.sheet(isPresented: $showingAddProgram) {
AddProgramView()
}
} //: HSTACK
.padding()
List {
ForEach(trainings) { training in
TrainingListView(training: training)
}
} //: LIST
Spacer()
} //: VSTACK
} //: GROUP
.navigationTitle("Good Morning")
.toolbar {
ToolbarItem(placement: .navigationBarTrailing) {
Button(action: {
print("test")
}) {
Image(systemName: "key")
}
}
} //: TOOLBAR
.onAppear() {
}
} //: NAVIGATION
}
private func showId(training: Training) {
guard let id = training.id else { return }
print(id)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView().environment(\.managedObjectContext, PersistenceController.preview.container.viewContext)
}
}
In TrainingView; I am getting exercises as a array list and I am pushing into to TrainingListView.
import SwiftUI
struct TrainingView: View {
#Environment(\.presentationMode) var presentationMode: Binding<PresentationMode>
#State var training: Training
#State var exercises: [Exercise]
#State var tempExercises: [Exercise] = [Exercise]()
#State var timeRemaining = 0
#State var timer = Timer.publish(every: 1, on: .main, in: .common).autoconnect()
#State var isTimerOn = false
var body: some View {
VStack {
HStack {
Text("\(training.name ?? "")")
Spacer()
Button(action: {
presentationMode.wrappedValue.dismiss()
}) {
Text("Finish")
}
}
.padding()
ZStack {
Circle()
.fill(Color.blue)
.frame(width: 250, height: 250)
Circle()
.fill(Color.white)
.frame(width: 240, height: 240)
Text("\(timeRemaining)s")
.font(.system(size: 100))
.fontWeight(.ultraLight)
.onReceive(timer) { _ in
if isTimerOn {
if timeRemaining > 0 {
timeRemaining -= 1
} else {
isTimerOn.toggle()
stopTimer()
removeExercise()
}
}
}
}
Button(action: {
startResting()
}) {
if isTimerOn {
Text("CANCEL")
} else {
Text("GIVE A BREAK")
}
}
Spacer()
ExerciseListView(exercises: $tempExercises)
}
.navigationBarHidden(true)
.onAppear() {
updateBigTimer()
}
}
private func startResting() {
tempExercises = exercises
if let currentExercise: Exercise = tempExercises.first {
timeRemaining = Int(currentExercise.rest)
startTimer()
isTimerOn.toggle()
}
}
private func removeExercise() {
if let currentExercise: Exercise = tempExercises.first {
if Int(currentExercise.rep) == 1 {
let index = tempExercises.firstIndex(of: currentExercise) ?? 0
tempExercises.remove(at: index)
} else if Int(currentExercise.rep) > 1 {
currentExercise.rep -= 1
let index = tempExercises.firstIndex(of: currentExercise) ?? 0
tempExercises.remove(at: index)
tempExercises.insert(currentExercise, at: index)
}
updateBigTimer()
}
}
private func updateBigTimer() {
timeRemaining = Int(tempExercises.first?.rest ?? 0)
}
private func stopTimer() {
timer.upstream.connect().cancel()
}
private func startTimer() {
timer = Timer.publish(every: 1, on: .main, in: .common).autoconnect()
}
}
struct TrainingView_Previews: PreviewProvider {
static var previews: some View {
TrainingView(training: Training(), exercises: [Exercise]())
}
}
In TrainingListView; I am listing all exercises.
struct TrainingListView: View {
#ObservedObject var training: Training
#Environment(\.managedObjectContext) private var managedObjectContext
var body: some View {
NavigationLink(destination: TrainingView(training: training, exercises: training.exercises?.toArray() ?? [Exercise]())) {
HStack {
Text("\(training.name ?? "")")
Text("\(training.exercises?.count ?? 0) exercises")
}
}
}
}
Also, I am adding video: https://twitter.com/huseyiniyibas/status/1388571724346793986
What I want to do is, when user taps any Training Exercises List should refreshed. It should be x5 again like in the beginning.
I had a hard time understanding your question but I guess I got the idea.
My understanding is this:
You want to store the rep count in the Core Data. (Under Training > Exercises)
You want to count down the reps one by one as the user completes the exercise.
But you don't want to change the original rep count stored in the Core Data.
I didn't run your code since I didn't want to recreate all the models and Core Data files. I guess I've spotted the problem. Here I'll explain how you can solve it:
The Core Data models are classes (reference types). When you pass around the classes (as you do in your code) and change their properties, you change the original data. In your case, you don't want that.
(Btw, being a reference type is a very useful and powerful property of classes. Structs and enums are value types, i.e. they are copied when passed around. The original data is unchanged.)
You have several options to solve your problem:
Just generate a different struct (something like ExerciseDisplay) from Exercise, and pass ExerciseDisplay to TrainingView.
You can write an extension to Exercise and "copy" the model before passing it to TrainingView. For this you'll need to implement the NSCopying protocol.
extension Exercise: NSCopying {
func copy(with zone: NSZone? = nil) -> Any {
return Exercise(...)
}
}
But before doing this I guess you'll need to change the Codegen to Manual/None of your entry in your .xcdatamodeld file. This is needed when you want to create the attributes manually. I'm not exactly sure how you can implement NSCopying for a CoreDate model, but it's certainly doable.
The first approach is easier but kinda ugly. The second is more versatile and elegant, but it's also more advanced. Just try the first approach first and move to the second once you feel confident.
Update:
This is briefly how you can implement the 1st approach:
struct ExerciseDisplay: Identifiable, Equatable {
public let id = UUID()
public let name: String
public var rep: Int
public let rest: Int
}
struct TrainingView: View {
// Other properties and states etc.
let training: Training
#State var exercises: [ExerciseDisplay] = []
init(training: Training) {
self.training = training
}
var body: some View {
VStack {
// Views
}
.onAppear() {
let stored: [Exercise] = training.exercises?.toArray() ?? []
self.exercises = stored.map { ExerciseDisplay(name: $0.name ?? "", rep: Int($0.rep), rest: Int($0.rest)) }
}
}
}

NavigationView with Loading More in a List Crashes with Long Press only on iPad

I am creating a list that loads data when the user reaches the bottom of the list. I can crash the app when I load more elements and long-press an element within the list. The view is wrapped in a NavigationView and a NavigationLink. When the app crashes, you get EXC_BAD_INSTRUCTION (code=EXC_I386_INVOP, subcode=0x0) with the thread 1 specialized saying "RandomAccessCollection<>.index(_:offsetBy:))". Looking into the EXC_BAD_INSTRUCTION I thought it could be force unwrapping, but I don't see anywhere in the code that could cause this issue.
The issue only occurs on an iPad and happens randomly. With WWDC being yesterday, I thought this would have been fixed, so we downloaded the beta for Xcode 12, and this error still occurs.
Here is the full code:
import UIKit
import SwiftUI
import Combine
struct ContentView: View {
var body: some View {
RepositoriesListContainer(viewModel: RepositoriesViewModel())
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
enum GithubAPI {
static let pageSize = 10
static func searchRepos(query: String, page: Int) -> AnyPublisher<[Repository], Error> {
let url = URL(string: "https://api.github.com/search/repositories?q=\(query)&sort=stars&per_page=\(Self.pageSize)&page=\(page)")!
return URLSession.shared
.dataTaskPublisher(for: url) // 1.
.tryMap { try JSONDecoder().decode(GithubSearchResult<Repository>.self, from: $0.data).items } // 2.
.receive(on: DispatchQueue.main) // 3.
.eraseToAnyPublisher()
}
}
struct GithubSearchResult<T: Codable>: Codable {
let items: [T]
}
struct Repository: Codable, Identifiable, Equatable {
let id: Int
let name: String
let description: String?
let stargazers_count: Int
}
class RepositoriesViewModel: ObservableObject {
#Published private(set) var state = State()
private var subscriptions = Set<AnyCancellable>()
// 2.
func fetchNextPageIfPossible() {
guard state.canLoadNextPage else { return }
GithubAPI.searchRepos(query: "swift", page: state.page)
.sink(receiveCompletion: onReceive,
receiveValue: onReceive)
.store(in: &subscriptions)
}
private func onReceive(_ completion: Subscribers.Completion<Error>) {
switch completion {
case .finished:
break
case .failure:
state.canLoadNextPage = false
}
}
private func onReceive(_ batch: [Repository]) {
state.repos += batch
state.page += 1
state.canLoadNextPage = batch.count == GithubAPI.pageSize
}
// 3.
struct State {
var repos: [Repository] = []
var page: Int = 1
var canLoadNextPage = true
}
}
struct RepositoriesListContainer: View {
#ObservedObject var viewModel: RepositoriesViewModel
var body: some View {
RepositoriesList(
repos: viewModel.state.repos,
isLoading: viewModel.state.canLoadNextPage,
onScrolledAtBottom: viewModel.fetchNextPageIfPossible
)
.onAppear(perform: viewModel.fetchNextPageIfPossible)
}
}
struct RepositoriesList: View {
// 1.
let repos: [Repository]
let isLoading: Bool
let onScrolledAtBottom: () -> Void // 2.
var body: some View {
NavigationView {
List {
reposList
if isLoading {
loadingIndicator
}
}
}
// .OnlyStackNavigationView()
}
private var reposList: some View {
ForEach(repos) { repo in
// 1.
RepositoryRow(repo: repo).onAppear {
// 2.
if self.repos.last == repo {
self.onScrolledAtBottom()
}
}
.onTapGesture {
print("TAP")
}
.onLongPressGesture {
print("LONG PRESS")
}
}
}
private var loadingIndicator: some View {
Spinner(style: .medium)
.frame(idealWidth: .infinity, maxWidth: .infinity, alignment: .center)
}
}
struct RepositoryRow: View {
let repo: Repository
var body: some View {
NavigationLink(destination: LandmarkDetail()){VStack {
Text(repo.name).font(.title)
Text("โญ๏ธ \(repo.stargazers_count)")
repo.description.map(Text.init)?.font(.body)
}}
}
}
struct Spinner: UIViewRepresentable {
let style: UIActivityIndicatorView.Style
func makeUIView(context: Context) -> UIActivityIndicatorView {
let spinner = UIActivityIndicatorView(style: style)
spinner.hidesWhenStopped = true
spinner.startAnimating()
return spinner
}
func updateUIView(_ uiView: UIActivityIndicatorView, context: Context) {}
}
struct LandmarkDetail: View {
var body: some View {
VStack {
VStack(alignment: .leading) {
Text("Turtle Rock")
.font(.title)
HStack(alignment: .top) {
Text("Joshua Tree National Park")
.font(.subheadline)
Spacer()
Text("California")
.font(.subheadline)
}
}
.padding()
Spacer()
}
}
}

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