Memory leak in TabView with PageTabViewStyle - ios

I'm using a tab view using the UIPageViewController behaviour. So I defined the following model:
class WalktroughModel: Identifiable, ObservableObject {
let id: UUID = UUID()
let imageName: String
let title: String
init(imageName: String, title: String) {
self.imageName = imageName
self.title = title
}
}
Now I use this swiftUI view as a child view of tab view:
struct WalktroughAsset: View {
#StateObject var asset: WalktroughModel
var body: some View {
Image(asset.imageName)
.resizable()
.overlay(Color.black.opacity(0.43))
.overlay(
VStack{
Spacer()
Text(asset.title)
.foregroundColor(.white)
.font(.custom("OpenSans-regular", size: 22.0))
}
.padding(.bottom, 64)
)
}
}
In my content view I have the following:
struct ContentView: View {
var thumbs: [WalktroughModel] = [WalktroughModel(imageName: "splash-1", title: "Concepto 1"), WalktroughModel(imageName: "splash-2", title: "Concepto 2"), WalktroughModel(imageName: "splash-3", title: "Concepto 3")]
var body: some View {
ZStack {
Color.black.overlay(TabView{
ForEach(thumbs) {
image in
WalktroughAsset(asset: image)
}
}
.tabViewStyle(PageTabViewStyle())
.padding([.bottom, .top], 32)
)
}
.edgesIgnoringSafeArea(/*#START_MENU_TOKEN#*/.all/*#END_MENU_TOKEN#*/)
}
}
Now, when I build and run the memory jumps 80 mb to 160 mb when I swipe to the other view and jumps to 230 mb when I swipe to the third view. What could be happen?
Best Regards

This code fixes a memory leak for me
struct TabViewWrapper<Content: View, Selection: Hashable>: View {
#Binding var selection: Selection
#ViewBuilder let content: () -> Content
var body: some View {
TabView(selection: $selection, content: content)
}
}
Replace TabView(selection:) to TabViewWrapper(selection:)
TabViewWrapper(selection: $selection) {
tabContent
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .never))
This bug is presented when you use custom view with args

Similar issue on iOS 15 (Tested on 15.2)
Memory use for the below SwiftUI app will continuously increase over time. The app is simply showing a TabView in a full screen cover, and has a timer that refreshes a countdown every second. If I display a simple text element instead of the TabView, the memory use will behave properly. I submitted a feedback to Apple.
import SwiftUI
class ContentView_manager : ObservableObject {
var view_timer: Timer?
#Published var countdown_txt: String?
func startTimer(){
if self.view_timer == nil {
self.view_timer = Timer(fireAt: Date(), interval: 1, target: self, selector: #selector(self.timer_action), userInfo: nil, repeats: true)
RunLoop.current.add(self.view_timer!, forMode: RunLoop.Mode.common)
}
}
func stopTimer(){
if self.view_timer != nil {
self.view_timer?.invalidate()
self.view_timer = nil
}
}
#objc
func timer_action(){
//update number of seconds until January 2023
print("Timer Action")
self.countdown_txt = String(DateInterval(start: Date(), end: Date(timeIntervalSince1970: 1672527600)).duration)
}
}
#main
struct debugApp: App {
var body: some Scene {
WindowGroup {
ContentView(view_manager:ContentView_manager())
}
}
}
struct ContentView : View {
#ObservedObject var view_manager : ContentView_manager
#State var show_cover : Bool = false
var body: some View {
VStack{
Button(action: {
self.show_cover = true
}, label: {Text("Show screen cover with TabView")})
}
.fullScreenCover(isPresented: self.$show_cover){ScreenCover(view_manager: view_manager)}
}
}
struct ScreenCover: View {
#ObservedObject var view_manager : ContentView_manager
var body: some View {
tab(txt:view_manager.countdown_txt)
.onAppear(perform: {
view_manager.startTimer()
})
.onDisappear(perform: {
view_manager.stopTimer()
})
}
}
struct tab: View {
var txt: String?
var body: some View {
TabView{
Text("First Tab")
.tabItem {
Image(systemName: "1.square.fill")
Text("First")
}
Text("Next year in \(txt ?? "") seconds!")
.tabItem {
Image(systemName: "2.square.fill")
Text("Second")
}
Text("Third tab")
.tabItem {
Image(systemName: "3.square.fill")
Text("Third")
}
}
.tabViewStyle(PageTabViewStyle())
}
}

Related

Animation not working inside sheet for swiftui

I am using a sheet to present a list of options and on click of the option I want to change the view with the animation of sliding from trailing. As per my understanding and what I have read on various sites I have written this code but I am not sure why it is not working the way intended. I just want to know where exactly this code went wrong.
struct XYZ: App {
let persistenceController = PersistenceController.shared
#State var isPresented : Bool = false
#State var isSwiped : Bool = false
var body: some Scene {
WindowGroup {
optionList(isPresented: $isPresented)
.sheet(isPresented: $isPresented, content: {
Text("This is from modal view!")
.onTapGesture {
withAnimation(Animation.easeIn(duration: 10)){
isSwiped.toggle()
}
}
if isSwiped {
checkedList()
.transition(.move(edge: .trailing))
}
})
}
}
}
struct optionList : View {
#Binding var isPresented : Bool
var body: some View {
Text("This is a testView")
.onTapGesture {
withAnimation{
isPresented.toggle()
}
}
}
}
struct checkedList : View {
#State var name : String = "WatchList"
var arr = ["First", "Second", "Third", "Fourth", "Fifth", "Sixth", "Seventh"]
#State var mp : [Int:Int] = [:]
var body: some View {
VStack{
HStack{
TextField("WatchlistName", text: $name)
.padding(.all)
Image(systemName: "trash.fill")
.padding(.all)
.onTapGesture {
print("Delete watchList!!")
}
}
ScrollView{
ForEach(arr.indices) { item in
HStack (spacing: 0) {
Image(systemName: mp.keys.contains(item) ? "checkmark.square" : "square")
.padding(.horizontal)
Text(arr[item])
}
.padding(.bottom)
.frame(width: UIScreen.main.bounds.width, alignment: .leading)
.onTapGesture {
if mp.keys.contains(item) {
mp[item] = nil
} else {
mp[item] = 1
}
}
}
}
Button {
print("Remove Ticked Elements!")
deleteWatchListItem(arr: Array(mp.keys))
} label: {
Text("Save")
}
}
}
func deleteWatchList(ind: Int){
print(ind)
}
func deleteWatchListItem(arr : [Int]) {
print(arr)
}
}
I tried to create a view and with the animation using withanimation with a bool variable tried to change the view.
It sounds like what you want is to push the checkedList on to a NavigationStack…
struct ContentView: View {
#State var isPresented : Bool = false
var body: some View {
Text("This is a testView")
.onTapGesture {
isPresented.toggle()
}
.sheet(isPresented: $isPresented, content: {
NavigationStack {
NavigationLink("This is from modal view!") {
checkedList()
}
}
})
}
}

SwiftUI Limit Scope of EditButton() by Platform

I am building an app for iOS and Mac Catalyst and have been able to code most of the
experience that I want except for functions that use swipe to delete in iOS.
The view includes multiple sections, each with a List and ForEach closure. I want to
be able to add the EditButton() function to the header of each section and have it
apply only to that section's List.
I can
add an EditButton() function to gain this functionality, however,
so far I have only been able to make that work for the entire screen, not for the
individual sections.
I have tried refactoring the code for each section into functions and into structs
(as shown below). In all cases the EditButton() activates the delete icons for ALL
list rows, not just the section with the button.
I have also tried placing the EditButton() inside the section in the VStack. No difference.
Here's a simple example with the latest code attempt:
struct ContentView: View {
#State private var selectedItem: String?
#State private var items = ["One", "Two", "Three", "Four", "Five"]
#State private var fruits = ["Apple", "Orange", "Pear", "Lemon", "Grape"]
var body: some View {
NavigationSplitView {
ItemSection(selectedItem: $selectedItem, items: $items)
FruitSection(selectedItem: $selectedItem, fruits: $fruits)
} detail: {
if let selectedItem {
ItemDetailView(selectedItem: selectedItem)
} else {
EmptyView()
}
}//nav
}//body
}//struct
struct ItemSection: View {
#Binding var selectedItem: String?
#Binding var items: [String]
var body: some View {
Section {
VStack {
List(selection: $selectedItem) {
ForEach(items, id: \.self) { item in
NavigationLink(value: item) {
Text(item)
}
}
.onDelete { items.remove(atOffsets: $0) }
}
.listStyle(PlainListStyle())
}//v
.padding()
} header: {
HStack {
Text("Section for Items")
Spacer()
//uncomment when you have it working
//#if targetEnvironment(macCatalyst)
EditButton()
//#endif
}//h
.padding(.horizontal, 10)
}//section and header
}//body
}//item section
struct FruitSection: View {
#Binding var selectedItem: String?
#Binding var fruits: [String]
var body: some View {
Section {
VStack {
List(selection: $selectedItem) {
ForEach(fruits, id: \.self) { fruit in
NavigationLink(value: fruit) {
Text(fruit)
}
}
.onDelete { fruits.remove(atOffsets: $0) }
}
.listStyle(PlainListStyle())
}//v
.padding()
} header: {
HStack {
Text("Section for Fruits")
Spacer()
}//h
.padding(.horizontal, 10)
}//section fruit
}//body
}//fruit section
struct ItemDetailView: View {
var selectedItem: String
var body: some View {
VStack {
Text(selectedItem)
Text("This is the DetailView")
}
}
}
Any guidance would be appreciated. Xcode 14.0.1 iOS 16
import SwiftUI
struct ContentView: View {
#State private var selectedItem: String?
#State private var items = ["One", "Two", "Three", "Four", "Five"]
#State private var fruits = ["Apple", "Orange", "Pear", "Lemon", "Grape"]
var body: some View {
NavigationSplitView {
ItemSection(selectedItem: $selectedItem, items: $items)
FruitSection(selectedItem: $selectedItem, fruits: $fruits)
} detail: {
if let selectedItem {
ItemDetailView(selectedItem: selectedItem)
} else {
EmptyView()
}
}//nav
}//body
}//struct
struct ItemSection: View {
#Binding var selectedItem: String?
#Binding var items: [String]
#State var isEditMode = false // this is what you need
var body: some View {
Section {
VStack {
List(selection: $selectedItem) {
ForEach(items, id: \.self) { item in
NavigationLink(value: item) {
Text(item)
}
}
.onDelete { items.remove(atOffsets: $0) }
}
.environment(\.editMode, isEditMode ? .constant(.active) : .constant(.inactive)) // and set this
.listStyle(PlainListStyle())
}//v
.padding()
} header: {
HStack {
Text("Section for Items")
Spacer()
//uncomment when you have it working
//#if targetEnvironment(macCatalyst)
Button { // you also need to set EditButton() -> Button()
withAnimation {
isEditMode.toggle()
}
} label: {
Text(isEditMode ? "Done" : "Edit")
}
//#endif
}//h
.padding(.horizontal, 10)
}//section and header
}//body
}//item section
struct FruitSection: View {
#Binding var selectedItem: String?
#Binding var fruits: [String]
#State var isEditMode = false // same as this section
var body: some View {
Section {
VStack {
List(selection: $selectedItem) {
ForEach(fruits, id: \.self) { fruit in
NavigationLink(value: fruit) {
Text(fruit)
}
}
.onDelete { fruits.remove(atOffsets: $0) }
}
.environment(\.editMode, isEditMode ? .constant(.active) : .constant(.inactive))
.listStyle(PlainListStyle())
}//v
.padding()
} header: {
HStack {
Text("Section for Fruits")
Spacer()
Button {
withAnimation {
isEditMode.toggle()
}
} label: {
Text(isEditMode ? "Done" : "Edit")
}
}//h
.padding(.horizontal, 10)
}//section fruit
}//body
}//fruit section
struct ItemDetailView: View {
var selectedItem: String
var body: some View {
VStack {
Text(selectedItem)
Text("This is the DetailView")
}
}
}
Here's a more general & simplified approach using PreferenceKey:
struct EditModeViewModifier: ViewModifier {
var forceEditing: Bool?
#State var isEditing = false
func body(content: Content) -> some View {
content
.onPreferenceChange(IsEditingPrefrenceKey.self) { newValue in
withAnimation {
isEditing = newValue
}
}.environment(\.editMode, .constant((forceEditing ?? isEditing) ? .active: .inactive))
}
}
extension View {
func editMode(_ editing: Bool? = nil) -> some View {
modifier(EditModeViewModifier(forceEditing: editing))
}
}
struct EditingButton: View {
#State var isEditing = false
var body: some View {
Button(action: {
isEditing.toggle()
}) {
Text(isEditing ? "Done" : "Edit")
}.preference(key: IsEditingPrefrenceKey.self, value: isEditing)
}
}
struct IsEditingPrefrenceKey: PreferenceKey {
static var defaultValue = false
static func reduce(value: inout Bool, nextValue: () -> Bool) {
value = nextValue()
}
}
You use EditingButton instead of EditButton, & use .editMode() at then end of your View. Then your sections become something like this:
struct ItemSection: View {
#Binding var selectedItem: String?
#Binding var items: [String]
var body: some View {
Section {
VStack {
List(selection: $selectedItem) {
ForEach(items, id: \.self) { item in
NavigationLink(value: item) {
Text(item)
}
}.onDelete { items.remove(atOffsets: $0) }
}.listStyle(PlainListStyle())
}.padding()
} header: {
HStack {
Text("Section for Items")
Spacer()
//uncomment when you have it working
//#if targetEnvironment(macCatalyst)
EditingButton()
//#endif
}.padding(.horizontal, 10)
}.editMode()
}
}
struct FruitSection: View {
#Binding var selectedItem: String?
#Binding var fruits: [String]
var body: some View {
Section {
VStack {
List(selection: $selectedItem) {
ForEach(fruits, id: \.self) { fruit in
NavigationLink(value: fruit) {
Text(fruit)
}
}.onDelete { fruits.remove(atOffsets: $0) }
}.listStyle(PlainListStyle())
}.padding()
} header: {
HStack {
Text("Section for Fruits")
Spacer()
EditingButton()
}.padding(.horizontal, 10)
}.editMode()
}
}
A more concise version of Timmy's answer uses this reusable code:
import SwiftUI
struct EditingButton: View {
#Binding var isEditing: Bool
var body: some View {
Button(isEditing ? "Done" : "Edit", action: changeEditing)
.preference(key: IsEditingPrefrenceKey.self, value: isEditing)
}
func changeEditing() { withAnimation { isEditing.toggle() } }
struct IsEditingPrefrenceKey: PreferenceKey {
static var defaultValue = false
static func reduce(value: inout Bool, nextValue: () -> Bool) { value = nextValue() }
}
}// EditingButton
extension View {
func editMode(_ editing: Bool) -> some View {
environment(\.editMode, editing ? .constant(.active) : .constant(.inactive))
}
}
Then the ItemSection is like this:
struct ItemSection: View {
#Binding var selectedItem: String?
#Binding var items: [String]
#State var isEditMode = false // this is what you need
var body: some View {
Section {
VStack {
List(selection: $selectedItem) {
ForEach(items, id: \.self) { item in
NavigationLink(value: item) {
Text(item)
}
}
.onDelete { items.remove(atOffsets: $0) }
.onMove(perform: move)
}
.editMode(isEditMode)
.listStyle(PlainListStyle())
}//v
.padding()
} header: {
HStack {
Text("Section for Items")
Spacer()
EditingButton(isEditing: $isEditMode)
}//h
.padding(.horizontal, 10)
}//section and header
}// body
private func move(indexes: IndexSet, dest: Int) {
print("Move item from indexset \(indexSetList(indexes)) to index \(dest)")
items.move(fromOffsets: indexes, toOffset: dest)
}// move
}//item section
func indexSetList(_ indexes: IndexSet) -> String {
guard !indexes.isEmpty else { return "none"}
return Array(indexes).map(String.init).joined(separator: " ")
}
I have allowed drag and drop reordering to make it do what I was interested in as well.

How to push many views into a NavigationView in SwiftUI [duplicate]

In my navigation, I want to be able to go from ContentView -> ModelListView -> ModelEditView OR ModelAddView.
Got this working, my issue now being that when I hit the Back button from ModelAddView, the intermediate view is omitted and it pops back to ContentView; a behaviour that
ModelEditView does not have.
There's a reason for that I guess – how can I get back to ModelListView when dismissing ModelAddView?
Here's the code:
import SwiftUI
struct ContentView: View {
var body: some View {
NavigationView {
List{
NavigationLink(
destination: ModelListView(),
label: {
Text("1. Model")
})
Text("2. Model")
Text("3. Model")
}
.padding()
.navigationTitle("Test App")
}
}
}
struct ModelListView: View {
#State var modelViewModel = ModelViewModel()
var body: some View {
List(modelViewModel.modelValues.indices) { index in
NavigationLink(
destination: ModelEditView(model: $modelViewModel.modelValues[index]),
label: {
Text(modelViewModel.modelValues[index].titel)
})
}
.navigationBarTitleDisplayMode(.inline)
.navigationBarItems(
trailing:
NavigationLink(
destination: ModelAddView(modelViewModel: $modelViewModel), label: {
Image(systemName: "plus")
})
)
}
}
struct ModelEditView: View {
#Binding var model: Model
var body: some View {
TextField("Titel", text: $model.titel)
}
}
struct ModelAddView: View {
#Binding var modelViewModel: ModelViewModel
#State var model = Model(id: UUID(), titel: "")
var body: some View {
TextField("Titel", text: $model.titel)
}
}
struct ModelViewModel {
var modelValues: [Model]
init() {
self.modelValues = [ //mock data
Model(id: UUID(), titel: "Foo"),
Model(id: UUID(), titel: "Bar"),
Model(id: UUID(), titel: "Buzz")
]
}
}
struct Model: Identifiable, Equatable {
let id: UUID
var titel: String
}
Currently placing a NavigationLink in the .navigationBarItems may cause some issues.
A possible solution is to move the NavigationLink to the view body and only toggle a variable in the navigation bar button:
struct ModelListView: View {
#State var modelViewModel = ModelViewModel()
#State var isAddLinkActive = false // add a `#State` variable
var body: some View {
List(modelViewModel.modelValues.indices) { index in
NavigationLink(
destination: ModelEditView(model: $modelViewModel.modelValues[index]),
label: {
Text(modelViewModel.modelValues[index].titel)
}
)
}
.background( // move the `NavigationLink` to the `body`
NavigationLink(destination: ModelAddView(modelViewModel: $modelViewModel), isActive: $isAddLinkActive) {
EmptyView()
}
.hidden()
)
.navigationBarTitleDisplayMode(.inline)
.navigationBarItems(trailing: trailingButton)
}
// use a Button to activate the `NavigationLink`
var trailingButton: some View {
Button(action: {
self.isAddLinkActive = true
}) {
Image(systemName: "plus")
}
}
}

Navigation Bar Items with #EnvironmentObject

I would like to create a Settings view using SwiftUI. I mainly took the official example from Apple about SwiftUI to realize my code. The settings view should have a toggle to whether display or not my favorites items.
For now I have a landmarks list and a settings view.
struct Landmark: Hashable, Codable, Identifiable {
var id: Int
var imageName: String
var title: String
var isFavorite: Bool
var description: String
enum CodingKeys: String, CodingKey {
case id, imageName, title, description
}
}
final class UserData: ObservableObject {
#Published var showFavoriteOnly: Bool = false
#Published var items: [Landmark] = landmarkData
#Published var showProfile: Bool = false
}
struct ItemList: View {
#EnvironmentObject var userData: UserData
#State var trailing: Bool = false
init() {
UITableView.appearance().separatorStyle = .none
}
var body: some View {
NavigationView {
List {
VStack {
CircleBadgeView(text: String(landmarkData.count), thickness: 2)
Text("Tutorials available")
}.frame(minWidth:0, maxWidth: .infinity)
ForEach(userData.items) { landmark in
if !self.userData.showFavoriteOnly || landmark.isFavorite {
ZStack {
Image(landmark.imageName)
.resizable()
.frame(minWidth: 0, maxWidth: .infinity)
.cornerRadius(10)
.overlay(ImageOverlay(text: landmark.title), alignment: .bottomTrailing)
Text(String(landmark.isFavorite))
NavigationLink(destination: TutorialDetailView(landmark: landmark)) {
EmptyView()
}.buttonStyle(PlainButtonStyle())
}
}
}
}.navigationBarTitle("Tutorials")
.navigationBarItems(trailing: trailingItem())
}
}
}
extension ItemList {
func trailingItem () -> some View {
return HStack {
if userData.showProfile {
NavigationLink(destination: ProfileView()) {
Image(systemName: "person.circle")
.imageScale(.large)
.accessibility(label: Text("Profile"))
}
}
NavigationLink(destination: SettingsView().environmentObject(userData)) {
Image(systemName: "gear")
.imageScale(.large)
.accessibility(label: Text("Settings"))
}
}
}
}
As you can see my SettingsView is accessible from navigationBarItems of my NavigationView. I don't know if it's the problem or not but when I put the Toggle inside the ListView it works as expected. But now when I trigger the toggle to enable only favorite my application crash instantly.
I've tried to trigger the Show profile toggle from SettingsView and it works.
struct SettingsView: View {
#EnvironmentObject var userData: UserData
var body: some View {
Form {
Section(header: Text("General")) {
Toggle(isOn: $userData.showProfile) {
Text("Show profile")
}
Toggle(isOn: $userData.showFavoriteOnly) {
Text("Favorites only")
}
}
Section(header: Text("UI")) {
Toggle(isOn: .constant(false)) {
Text("Dark mode")
}
NavigationLink(destination: Text("third")) {
Text("Third navigation")
}
}
}.navigationBarTitle(Text("Settings"), displayMode: .inline)
}
}
In brief, the crash appears in my SettingsView when I trigger the Show only favorite Toggle and then I try to go back to the previous view which is ItemListView
The only information I can get about the error is Thread 1: EXC_BAD_INSTRUCTION (code=EXC_I386_INVOP, subcode=0x0)
You can find the whole project on my GitHub : https://github.com/Hurobaki/swiftui-tutorial
Some help would be really appreciated :)
Here is a minimal version of your example code, that works:
struct Landmark: Hashable, Codable, Identifiable {
var id: Int
var imageName: String
var title: String
var isFavorite: Bool
var description: String
}
final class UserData: ObservableObject {
#Published var showFavoriteOnly: Bool = false
#Published var items: [Landmark] = [
Landmark(id: 1, imageName: "a", title: "a", isFavorite: true, description: "A"),
Landmark(id: 2, imageName: "b", title: "b", isFavorite: false, description: "B")
]
}
struct ContentView: View {
#EnvironmentObject var userData: UserData
var body: some View {
NavigationView {
List(userData.items.filter { !userData.showFavoriteOnly || $0.isFavorite }) { landmark in
Text(String(landmark.isFavorite))
}
.navigationBarTitle("Tutorials")
.navigationBarItems(trailing: trailingItem())
}
}
func trailingItem () -> some View {
return HStack {
NavigationLink(destination: SettingsView()) {
Text("Settings")
}
}
}
}
struct SettingsView: View {
#EnvironmentObject var userData: UserData
var body: some View {
Form {
Section(header: Text("General")) {
Toggle(isOn: $userData.showFavoriteOnly) {
Text("Favorites only")
}
}
}.navigationBarTitle(Text("Settings"), displayMode: .inline)
}
}

Core Data Object still saved on dismiss/cancel in presentationMode SwiftUI

When I'm trying to dismiss/cancel an Add Object Modal, it is creating an empty object instead of just cancelling.
I've tried deleteObject, context.rollback(), and a bunch of other random things. Would love some help and able to answer any questions.
I realize that this isn't an issue by putting the Cancel button in a NavigationBarItem but would like to be able to understand how to make an separate "cancel (or dismiss)" button.
ContentView.swift
import SwiftUI
import CoreData
struct ContentView: View {
#Environment(\.managedObjectContext) var moc
#FetchRequest(entity: Game.entity(), sortDescriptors: [NSSortDescriptor(keyPath: \Game.gameName, ascending: true)]) var games: FetchedResults<Game>
#State private var showingAddGame = false
var body: some View {
GeometryReader { geometry in
NavigationView {
List {
ForEach(self.games, id: \.self) { games in
NavigationLink(destination: GameGoalsDetail(game: games)) {
VStack(alignment: .leading) {
Text(games.gameName ?? "Unknown Game")
Text(games.gameDescription ?? "Unknown Game Description")
}
}
}
.onDelete(perform: self.removeGames)
}
.navigationBarItems(leading:
HStack {
Button(action: {
self.showingAddGame.toggle()
}) {
Text("Add Game")
.padding(.top, 50)
.foregroundColor(Color.yellow)
}.sheet(isPresented: self.$showingAddGame) {
AddGameView().environment(\.managedObjectContext, self.moc)
}
Image("Game Goals App Logo")
.resizable()
.frame(width: 100, height: 100)
.padding(.leading, (geometry.size.width / 2.0) + -160)
.padding(.bottom, -50)
}, trailing:
EditButton()
.padding(.top, 50)
.foregroundColor(Color.yellow)
)
}
}
}
func removeGames(at offsets: IndexSet) {
for index in offsets {
let game = games[index]
moc.delete(game)
}
try? moc.save()
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
let context = (UIApplication.shared.delegate as! AppDelegate).persistentContainer.viewContext
let newGame = Game(context: context)
newGame.gameName = "Apex Legends"
newGame.gameDescription = "Maybe this will work"
return ContentView().environment(\.managedObjectContext, context)
}
}
AddGameView.swift
import SwiftUI
import CoreData
struct AddGameView: View {
#Environment(\.managedObjectContext) var moc
#FetchRequest(entity: Game.entity(), sortDescriptors: []) var games: FetchedResults<Game>
#Environment(\.presentationMode) var presentationMode
#State private var gameName = ""
#State private var gameDescription = ""
#State private var showingAlert = false
var body: some View {
Form {
Section {
TextField("Game Name", text: $gameName)
TextField("Game Description", text: $gameDescription)
}
HStack {
Button("Add Game") {
let newGame = Game(context: self.moc)
newGame.gameName = self.gameName
newGame.gameDescription = self.gameDescription
do {
try self.moc.save()
self.presentationMode.wrappedValue.dismiss()
} catch {
print("Whoops! \(error.localizedDescription)")
}
}
Button(action: {
self.presentationMode.wrappedValue.dismiss()
}) {
Text("Cancel")
}
.padding(10)
.foregroundColor(Color.white)
.background(Color.red)
}
}
}
}
struct AddGameView_Previews: PreviewProvider {
static var previews: some View {
AddGameView()
}
}
I've searched all over so if there is something out there that I've missed as far as a stackoverflow post, please link it as I'd like to not only fix this but understand why.
Your Cancel button is not creating an empty object. The problem is that the whole row in your form that has Add and Cancel buttons is interactive and triggers actions of your both buttons.
I have found an answer here: https://stackoverflow.com/a/59402642/12315994
To keep your current layout you need to simply add one line to each of your buttons:
.buttonStyle(BorderlessButtonStyle())
After this, only taping on each button will trigger actions. Form's row with the buttons will not be clickable.
There are 2 other solutions. Both are to move your buttons out of Form.
Solution 1
is to move buttons to NavigationBarItems like this:
import SwiftUI
import CoreData
struct AddGameView: View {
#Environment(\.managedObjectContext) var moc
#FetchRequest(entity: Game.entity(), sortDescriptors: []) var games: FetchedResults<Game>
#Environment(\.presentationMode) var presentationMode
#State private var gameName = ""
#State private var gameDescription = ""
#State private var showingAlert = false
var body: some View {
NavigationView {
VStack {
Form {
Section {
TextField("Game Name", text: $gameName)
TextField("Game Description", text: $gameDescription)
}
}
}
.navigationBarItems(
leading:
Button(action: {
self.presentationMode.wrappedValue.dismiss()
}) {
Text("Cancel")
}
.padding(10)
.foregroundColor(Color.white)
.background(Color.red)
,
trailing:
Button(action: {
let newGame = Game(context: self.moc)
newGame.gameName = self.gameName
newGame.gameDescription = self.gameDescription
do {
try self.moc.save()
self.presentationMode.wrappedValue.dismiss()
} catch {
print("Whoops! \(error.localizedDescription)")
}
}) {
Text("Add Game")
}
)
}
}
}
Solution 2
Is to move buttons out of Form and move them to the bottom of the screen. Like this:
import SwiftUI
import CoreData
struct AddGameView: View {
#Environment(\.managedObjectContext) var moc
#FetchRequest(entity: Game.entity(), sortDescriptors: []) var games: FetchedResults<Game>
#Environment(\.presentationMode) var presentationMode
#State private var gameName = ""
#State private var gameDescription = ""
#State private var showingAlert = false
var body: some View {
VStack {
Form {
Section {
TextField("Game Name", text: $gameName)
TextField("Game Description", text: $gameDescription)
}
}
HStack {
Button(action: {
let newGame = Game(context: self.moc)
newGame.gameName = self.gameName
newGame.gameDescription = self.gameDescription
do {
try self.moc.save()
self.presentationMode.wrappedValue.dismiss()
} catch {
print("Whoops! \(error.localizedDescription)")
}
}) {
Text("Add Game")
}
Button(action: {
self.presentationMode.wrappedValue.dismiss()
}) {
Text("Cancel")
}
.padding(10)
.foregroundColor(Color.white)
.background(Color.red)
}
}
}
}
Both options are better than your current layout from the UX point of view, because buttons are now in more standard locations. Especially version 1 is a more standard way of presenting buttons like this in iOS.

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