Programmatic Navigation Weird Behaviour with CoreData - core-data

I have a list of items stored in CoreData and an add button on the top right which adds an item to the list and navigates to the ItemView programmatically.
When there is no item in the list and I press the add button the created item slides in as expected but the NavigationLink doesn't navigate to its ItemView automatically. Furthermore, the NavigationLink doesn't even work when tapping on it.
Only when pressing the add button again - which slides in the second item - do the NavigationLinks start to work as expected.
Steps to reproduce:
Create a new Single View App and click CoreData and Hosted in CloudKit. There should be an Item Entity stored in CoreData already.
Replace the ContentView.swift with this:
import SwiftUI
import CoreData
struct ContentView: View {
#Environment(\.managedObjectContext) private var viewContext
#State private var selection: Date?
#FetchRequest(
sortDescriptors: [NSSortDescriptor(keyPath: \Item.timestamp, ascending: true)],
animation: .default)
private var items: FetchedResults<Item>
var body: some View {
NavigationView {
List {
ForEach(items) { item in
NavigationLink(
"Item at \(item.timestamp!, formatter: itemFormatter)",
destination: ItemView(item: item),
tag: item.timestamp!,
selection: $selection
)
}
.onDelete(perform: deleteItems)
}
.listStyle(InsetGroupedListStyle())
.navigationTitle("Items")
.toolbar {
Button(action: addItem) {
Label("Add Item", systemImage: "plus")
}
}
}
}
private func addItem() {
withAnimation {
let newItem = Item(context: viewContext)
newItem.timestamp = Date()
do {
try viewContext.save()
} catch {
// Replace this implementation with code to handle the error appropriately.
// fatalError() causes the application to generate a crash log and terminate. You should not use this function in a shipping application, although it may be useful during development.
let nsError = error as NSError
fatalError("Unresolved error \(nsError), \(nsError.userInfo)")
}
selection = newItem.timestamp
}
}
private func deleteItems(offsets: IndexSet) {
withAnimation {
offsets.map { items[$0] }.forEach(viewContext.delete)
do {
try viewContext.save()
} catch {
// Replace this implementation with code to handle the error appropriately.
// fatalError() causes the application to generate a crash log and terminate. You should not use this function in a shipping application, although it may be useful during development.
let nsError = error as NSError
fatalError("Unresolved error \(nsError), \(nsError.userInfo)")
}
}
}
}
struct ItemView: View {
let item: Item
var body: some View {
Text("Item at \(item.timestamp!, formatter: itemFormatter)")
}
}
private let itemFormatter: DateFormatter = {
let formatter = DateFormatter()
formatter.dateStyle = .short
formatter.timeStyle = .medium
return formatter
}()
Click on the add button on the top right. Then try to click on the NavigationLink. It won't navigate. Only when pressing the add button again will it work as expected.

I update the selection asynchronously after 0.5 seconds and the bug disappears. Not sure if this is a reliable solution but from the user's perspective it is intuitive to first see the item slide in and navigating after.
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
selection = newItem.timestamp
}

Related

SwiftUI: When I unlock apps it takes me back to the list

I have some problem with my application. When I lock it while I am in the content view and then unlock it, it takes me back to the list. I would like the view I was in before locking to still be visible after unlocking. I have tried to get this effect somehow but not successfully. Please, give me a hint.
What is more, if I click the heart and the item is marked as favorite, it also moves me back to the list. Here I would also like to remain in the view after selecting the heart. How can I eliminate this?
Here is a sample usage using Apple's sample code since you didn't provide any entity info
struct ContentView: View {
#Environment(\.managedObjectContext) private var viewContext
#FetchRequest(
sortDescriptors: [NSSortDescriptor(keyPath: \Item.timestamp, ascending: true)],
animation: .default)
private var items: FetchedResults<Item>
//SceneStorage to preserve the selected item by the user
#SceneStorage("ContentView.selection") var selection: String?
var body: some View {
NavigationView {
List {
ForEach(items) { item in
//Use the NavigationLink that uses selection
NavigationLink(tag: item.objectID.description, selection: $selection,
destination: {
//to edit/ observe the item pass it to an #ObservedObject
EditItemView2(item: item)
}, label: {
VStack{
Text(item.timestamp!, formatter: itemFormatter)
}
})
Button("delete", action: {
withAnimation(.easeOut(duration: 2)){
try? viewContext.delete(item)
}
})
}.onDelete(perform: deleteItems)
}
}
.toolbar {
#if os(iOS)
ToolbarItem(placement: .navigationBarTrailing) {
EditButton()
}
#endif
ToolbarItem {
Button(action: addItem) {
Label("Add Item", systemImage: "plus")
}
}
}
Text("Select an item")
}
private func addItem() {
withAnimation {
let newItem = Item(context: viewContext)
newItem.timestamp = Date()
do {
try viewContext.save()
} catch {
let nsError = error as NSError
fatalError("Unresolved error \(nsError), \(nsError.userInfo)")
}
}
}
private func deleteItems(offsets: IndexSet) {
withAnimation(.easeOut(duration: 2)) {
offsets.map { items[$0] }.forEach(viewContext.delete)
do {
try viewContext.save()
} catch {
let nsError = error as NSError
fatalError("Unresolved error \(nsError), \(nsError.userInfo)")
}
}
}
}
private let itemFormatter: DateFormatter = {
let formatter = DateFormatter()
formatter.dateStyle = .short
formatter.timeStyle = .medium
return formatter
}()
struct EditItemView2: View{
//This observes the item and allows changes to the object
#ObservedObject var item: Item
var body: some View{
DatePicker("timestamp", selection: $item.timestamp.bound)
}
}
This page talks all about it
https://developer.apple.com/documentation/uikit/view_controllers/restoring_your_app_s_state_with_swiftui
If your view is the first to create your UserSettings object, I recommend that you use #StateObject instead of #ObservedObject—and especially if that object is the only owner of the view and is not being observed by any other view.

Items aren't updated in UI after updating them in CoreData

I have List of items and fetch them from CoreData
#FetchRequest(
sortDescriptors: [NSSortDescriptor(keyPath: \Item.timestamp, ascending: true)],
animation: .default)
private var items: FetchedResults<Item>
var body: some View {
List {
ForEach(items) { item in
Text("Item at \(item.timestamp!, formatter: itemFormatter)")
}
}
}
I try to upate all items but UI shows old values. Item entity has new values in sqlite.
let request = NSBatchUpdateRequest(entity: Item.entity())
request.propertiesToUpdate = ["timestamp": Date()]
do {
try viewContext.execute(request)
} catch {
let nsError = error as NSError
fatalError("Unresolved error \(nsError), \(nsError.userInfo)")
}
Core Data batch updates do not update the in-memory objects. You have to manually refresh afterwards.
Batch operations bypass the normal Core Data operations and operate directly on the underlying SQLite database (or whatever is backing your persistent store). They do this for benefits of speed but it means they also don't trigger all the stuff you get using normal fetch requests.
You need to do something like shown in Apple's Core Data Batch Programming Guide: Implementing Batch Updates - Updating Your Application After Execution
Original answer
do {
let request = NSBatchUpdateRequest(entity: Item.entity())
request.resultType = .updatedObjectIDsResultType
request.propertiesToUpdate = ["timestamp": Date()]
let result = try viewContext.execute(request) as? NSBatchUpdateResult
let objectIDArray = result?.result as? [NSManagedObjectID]
let changes = [NSUpdatedObjectsKey: objectIDArray]
NSManagedObjectContext.mergeChanges(fromRemoteContextSave: changes, into: [viewContext])
} catch {
let nsError = error as NSError
fatalError("Unresolved error \(nsError), \(nsError.userInfo)")
}

SwiftUI handling SpriteKit scene recreation when data changes

I have a SwiftUI view that is connected to a CoreData model. I also have a SpriteKit scene that changes data in my model. So every time I manipulate my data from my SKScene in CoreData my scene gets reinitialised which is an unwanted behaviour in my case.
How can I get the updated model in my SpriteView without the SKScene being recreated?
My code looks like this:
struct TamagotchiListView: View {
#Environment(\.managedObjectContext)
var context: NSManagedObjectContext
#FetchRequest(fetchRequest: TamagotchiModel.getFetchRequest())
var tamagotchis: FetchedResults<TamagotchiModel>
var body: some View {
VStack {
List {
ForEach(tamagotchis, id: \.self) { (tamagotchi: TamagotchiModel) in
NavigationLink(destination: SpriteKitView(scene: SpriteKitScene(model: tamagotchi))) {
HStack {
Image(systemName: "gamecontroller")
.padding(.trailing, 5)
VStack(alignment: .leading) {
Text(tamagotchi.name)
.font(.headline)
Spacer()
Text(tamagotchi.birthDate, style: .date)
}
Spacer()
}
}
}
}
}
}
I managed to work around my problem by creating a view model that manages the SpriteKit scene creation if needed.
class TamagotchiViewModel {
private var spriteKitScenes: [SpriteKitScene] = []
func scene(for tamagotchi: TamagotchiModel) -> SpriteKitScene {
if let scene = spriteKitScenes.first(where: { $0.tamagotchi?.tamagotchiModel.id == tamagotchi.id}) {
return scene
} else {
let newScene = SpriteKitScene(model: tamagotchi)
spriteKitScenes.append(newScene)
return newScene
}
}
}

OnAppear calls unexpectedly when Keyboard Appears in SwiftUI

I am experiencing very odd behavior in SwiftUI 2.0 and iOS14.
When the keyboard appears on the screen, the OnAppear method of other tab's view called automatically.
However, this works fine Xcode 11.7
Here is the issue in action.
Here is the code which produces the above error.
struct ContentView: View {
var body: some View {
TabView {
DemoView(screenName: "Home")
.tabItem {
Image.init(systemName: "star.fill")
Text("Home")
}
DemoView(screenName: "Result")
.tabItem {
Image.init(systemName: "star.fill")
Text("Result")
}
DemoView(screenName: "More")
.tabItem {
Image.init(systemName: "star.fill")
Text("More")
}
}
}
}
struct DemoView:View {
#State var text:String = ""
var screenName:String
var body: some View {
VStack{
Text(screenName)
.font(.title)
TextField("Buggy Keyboard Issue", text: $text)
.textFieldStyle(RoundedBorderTextFieldStyle())
Text("Issue : When keyboard appears, onAppear of other 2 tabs call automatically.")
.font(.footnote)
}
.padding()
.onAppear(perform: {
debugPrint("OnAppear of : \(screenName)")
})
}
}
This seems to be a bug of SwiftUI 2.0 but not sure.
Any help will be appreciated.
Thanks
Having the same issue myself, I think this is a bug or something like that, however I came up with a solution maybe a workaround until apple will fix it.
The thing that I did is basically I used a LazyVStack, and this seems to be working perfectly.
LazyVStack {
VStack{
Text(screenName)
.font(.title)
TextField("Buggy Keyboard Issue", text: $text)
.textFieldStyle(RoundedBorderTextFieldStyle())
Text("Issue : When keyboard appears, onAppear of other 2 tabs call automatically.")
.font(.footnote)
}
.padding()
.onAppear(perform: {
debugPrint("OnAppear of : \(screenName)")
})
}
Now the OnAppear method of other tab's view it is not called automatically when the keyboard appear.
Just implemented the following workaround:
struct ContentView: View {
var body: some View {
TabView(selection: $selectedTab) {
TabContentView(tag: 0, selectedTag: selectedTab) {
Text("Some tab content")
}
.tabItem {
Text("First tab")
}
TabContentView(tag: 0, selectedTag: selectedTab) {
Text("Another tab content")
}
.tabItem {
Text("Second tab")
}
}
}
#State private var selectedTab: Int = 0
}
private struct TabContentView<Content: View, Tag: Hashable>: View {
init(tag: Tag, selectedTag: Tag, #ViewBuilder content: #escaping () -> Content) {
self.tag = tag
self.selectedTag = selectedTag
self.content = content
}
var body: some View {
Group {
if tag == selectedTag {
content()
.frame(maxWidth: .infinity, maxHeight: .infinity)
} else {
Color.clear
}
}
.tag(tag)
}
private let tag: Tag
private let selectedTag: Tag
private let content: () -> Content
}
Not sure if it's stable enough but keyboard appearance doesn't trigger onAppear on tabs content anymore.
To avoid reloading your view try with on the TabView
.ignoresSafeArea(.keyboard, edges: .bottom)
It only works on iOS 14

SwiftUI layout grows outside the bounds of the device when using .edgesIgnoringSafeArea()

Having an issue in SwiftUI where some Views are growing bigger vertically than the size of the device when using .edgesIgnoringSafeArea(.bottom). On an iPhone 11 Pro which is 812 pixels high I am seeing a view of size 846. I am using the Debug View Hierarchy to verify it. This has been tested on Xcode 11.4.1 and 11.1 and exists in both versions and probably all in between.
I have included sample code below.
I am pretty sure this is a SwiftUI bug, but was wondering if anyone has a workaround for it. I need the edgesIgnoringSafeArea(.bottom) code to draw the TabBar, and for the ProfileView() to extend to the bottom of the screen when I hide my custom tab bar.
struct ContentView: View {
var body: some View {
MainTabView()
}
}
struct MainTabView : View {
enum Item : CaseIterable {
case home
case resources
case profile
}
#State private var selected : Item = .home
var body: some View {
VStack(spacing: 0.0) {
ZStack {
HomeView()
.zIndex(selected == .home ? 1 : 0)
ResourcesView()
.zIndex(selected == .resources ? 1 : 0)
ProfileView()
.zIndex(selected == .profile ? 1 : 0)
}
// Code here for building and showing/hiding a Toolbar
// Basically just a HStack with a few buttons in it
}
.edgesIgnoringSafeArea(.bottom) // <- This causes the screen to jump to 846
}
}
struct ProfileView : View {
#State private var showQuestionnaireView = false
var body: some View {
NavigationView {
ZStack {
NavigationLink(destination: QuestionnaireView( showQuestionnaireView:$showQuestionnaireView),
isActive: $showQuestionnaireView) {
Text("Show Questionnaire View")
}
.navigationBarTitle("")
.navigationBarHidden(true)
}
}
}
}
struct QuestionnaireView : View {
#Binding var showQuestionnaireView : Bool
var body: some View {
GeometryReader { screenGeometry in
ZStack {
Color.orange
VStack {
Text("Top")
Spacer()
Text("Bottom")
}
}
}
}
}
HomeView() and ResourcesView() are just copies of ProfileView() that do their own thing.
When you run it you will see a button, push the button and a hidden Navigation Stack View pushes on the QuestionnaireView, this view contains a VStack with two text fields, neither of which you will be able to see due to this issue. Understandably the top one is behind the notch, but the bottom one is off the bottom of the screen. In my real project this issue is rarely seen at runtime, but switching between dark mode and light mode shows it. In the above code there is no need to switch appearances.
EDIT: FB7677794 for anyone interested, have not received any updates from Apple since lodging it 3 weeks ago.
EDIT2: Added some more code to MainTabBar
Update: This is fixed in Xcode 12 Beta 2
After reading the updated question I have made some changes and tried to make a small demo. In this, I am using the same approach as before, put NavigationView in your main tab view and with this you don't have to hide and show every time you come or leave your main tab view.
import SwiftUI
struct ContentView: View {
var body: some View {
MainTabView()
}
}
struct MainTabView : View {
enum Item : CaseIterable {
case home
case resources
case profile
}
#State private var selected : Item = .home
var body: some View {
NavigationView {
VStack(spacing: 0.0) {
ZStack {
Group {
HomeView()
.zIndex(selected == .home ? 1 : 0)
ResourcesView()
.zIndex(selected == .resources ? 1 : 0)
ProfileView()
.zIndex(selected == .profile ? 1 : 0)
}
.frame(minWidth: .zero, maxWidth: .infinity, minHeight: .zero, maxHeight: .infinity)
.background(Color.white)
}
HStack {
Group {
Image(systemName: "house.fill")
.onTapGesture {
self.selected = .home
}
Spacer()
Image(systemName: "plus.app.fill")
.onTapGesture {
self.selected = .resources
}
Spacer()
Image(systemName: "questionmark.square.fill")
.onTapGesture {
self.selected = .profile
}
}
.padding(.horizontal, 30)
}
.frame(height: 40)
.foregroundColor(Color.white)
.background(Color.gray)
// Code here for building and showing/hiding a Toolbar
// Basically just a HStack with a few buttons in it
}
.edgesIgnoringSafeArea(.bottom)
} // <- This causes the screen to jump to 846
}
}
struct ProfileView : View {
#State private var showQuestionnaireView = false
var body: some View {
// NavigationView {
ZStack {
NavigationLink(destination: QuestionnaireView( showQuestionnaireView:$showQuestionnaireView),
isActive: $showQuestionnaireView) {
Text("Show Questionnaire View")
}
.navigationBarTitle("")
.navigationBarHidden(true)
}
// }
}
}
struct QuestionnaireView : View {
#Binding var showQuestionnaireView : Bool
var body: some View {
GeometryReader { screenGeometry in
ZStack {
Color.orange
VStack {
Text("Top")
Spacer()
Text("Bottom")
}
}
.edgesIgnoringSafeArea(.bottom)
}
}
}
struct HomeView: View {
var body: some View {
NavigationLink(destination: SecondView()) {
Text("Home View")
}
}
}
struct ResourcesView: View {
var body: some View {
NavigationLink(destination: SecondView()) {
Text("Resources View")
}
}
}
struct SecondView: View {
var body: some View {
Text("Second view in navigation")
.background(Color.black)
.foregroundColor(.white)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
.previewDevice(PreviewDevice(rawValue: "iPhone 11"))
}
}
It is due to undefined size for NavigationView. When you add your custom tab bar component, as in example below, that limits bottom area, the NavigationView will layout correctly.
Tested with Xcode 11.4 / iOS 13.4
struct MainTabView : View {
var body: some View {
VStack(spacing: 0.0) {
ZStack {
Color(.cyan)
ProfileView() // << this injects NavigationView
}
HStack { // custom tab bar
Button(action: {}) { Image(systemName: "1.circle").padding() }
Button(action: {}) { Image(systemName: "2.circle").padding() }
Button(action: {}) { Image(systemName: "3.circle").padding() }
}.padding(.bottom)
}
.edgesIgnoringSafeArea(.bottom) // works !!
}
}

Resources