(on macOS Big Sur with Xcode 12 beta)
One thing I've been struggling with in SwiftUI is navigating from e.g. a SetUpGameView which needs to create a Game struct depending on e.g. player name inputted by the user in this view and then proceed with navigation to GameView via a NavigationLink, being button-like, which should be disabled when var game: Game? is nil. The game cannot be initialized until all necessary data has been inputted by the user, but in my example below I just required playerName: String to be non empty.
I have a decent solution, but it seems too complicated.
Below I will present multiple solutions, all of which seems too complicated, I was hoping you could help me out coming up with an even simpler solution.
Game struct
struct Game {
let playerName: String
init?(playerName: String) {
guard !playerName.isEmpty else {
return nil
}
self.playerName = playerName
}
}
SetUpGameView
The naive (non-working) implementation is this:
struct SetUpGameView: View {
// ....
var game: Game? {
Game(playerName: playerName)
}
var body: some View {
NavigationView {
// ...
NavigationLink(
destination: GameView(game: game!),
label: { Label("Start Game", systemImage: "play") }
)
.disabled(game == nil)
// ...
}
}
// ...
}
However, this does not work, because it crashes the app. It crashes the app because the expression: GameView(game: game!) as destionation in the NavigationLink initializer does not evaluate lazily, the game! evaluates early, and will be nil at first thus force unwrapping it causes a crash. This is really confusing for me... It feels just... wrong! Because it will not be used until said navigation is used, and using this particular initializer will not result in the destination being used until the NavigationLink is clicked. So we have to handle this with an if let, but now it gets a bit more complicated. I want the NavigationLink label to look the same, except for disabled/enabled rendering, for both states game nil/non nil. This causes code duplication. Or at least I have not come up with any better solution than the ones I present below. Below is two different solutions and a third improved (refactored into custom View ConditionalNavigationLink View) version of the second one...
struct SetUpGameView: View {
@State private var playerName = ""
init() {
UITableView.appearance().backgroundColor = .clear
}
var game: Game? {
Game(playerName: playerName)
}
var body: some View {
NavigationView {
VStack {
Form {
TextField("Player name", text: $playerName)
.textFieldStyle(RoundedBorderTextFieldStyle())
}
// All these three solution work
// navToGameSolution1
// navToGameSolution2
navToGameSolution2Refactored
}
}
}
// MARK: Solutions
// N.B. this helper view is only needed by solution1 to avoid duplication in if else, but also used in solution2 for convenience. If solution2 is used this code could be extracted to only occur inline with solution2.
var startGameLabel: some View {
// Bug with new View type `Label` see: https://stackoverflow.com/questions/62556361/swiftui-label-text-and-image-vertically-misaligned
HStack {
Image(systemName: "play")
Text("Start Game")
}
}
var navToGameSolution1: some View {
Group { // N.B. this wrapping `Group` is only here, if if let was inline in the `body` it could have been removed...
if let game = game {
NavigationLink(
destination: GameView(game: game),
label: { startGameLabel }
)
} else {
startGameLabel
}
}
}
var navToGameSolution2: some View {
NavigationLink(
destination: game.map { AnyView(GameView(game: $0)) } ?? AnyView(EmptyView()),
label: { startGameLabel }
).disabled(game == nil)
}
var navToGameSolution2Refactored: some View {
NavigatableIfModelPresent(model: game) {
startGameLabel
} destination: {
GameView(game: $0)
}
}
}
NavigatableIfModelPresent
Same solution as navToGameSolution2 but refactored, so that we do not need to repeat the label, or construct multiple AnyView...
struct NavigatableIfModelPresent<Model, Label, Destination>: View where Label: View, Destination: View {
let model: Model?
let label: () -> Label
let destination: (Model) -> Destination
var body: some View {
NavigationLink(
destination: model.map { AnyView(destination($0)) } ?? AnyView(EmptyView()),
label: label
).disabled(model == nil)
}
}
Feels like I'm missing something here... I don't want to automatically navigate when game becomes non-nil and I don't want the NavigationLink to be enabled until game is non nil.
bodyproperty is evaluated when the view is being added to the view hierarchy. To construct aNavigationLinkview, it needs to have someViewas its destination@Bindinghere. Instead ofGameView(game: game!), you could pass in a binding for@State private var game: Game?asGameView(game: $game). This means that whateverGameViewneeds to do, by that pointgamewill have been updated to have the correct value.