Accessibility

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Make your apps function for a broad range of users using Accessibility APIs across all Apple platforms.

Posts under Accessibility tag

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Unable to Grant Input Monitoring Permission via MDM
I am trying to grant Input Monitoring permission using MDM (Mobile Device Management), but I am facing issues. While I am able to deny the permission, I am unable to grant it. In some profile configurator tools, I noticed a note stating: "Allows the application to use CoreGraphics and HID APIs to listen to (receive) CGEvents and HID events from all processes. Access to these events cannot be given in a profile; it can only be denied." This seems to suggest that granting Input Monitoring permission via an MDM profile may not be possible. Has anyone successfully granted Input Monitoring permission using MDM, or is there an alternative way to achieve this on managed macOS devices?
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WKWebView not scrollable with a physical keyboard
Hello all. Currently I am trying to get WKWebView to scroll with a physical keyboard and it just will not work. I tried allowsKeyboardScrolling( ) and it did not work. UIWebView works but its no longer supported. Trying to get full keyboard access to work to make our app more accessible but WKWebView does not want to play nice. Has anyone else had issues trying to use WKWebView with an external keyboard, and if so did you find any solutions? Greatly appreciated!
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Focus issues with ScrollView iOS18
When using an app via external keyboard, FocusState and .focused used to work just fine until iOS17. Vertical-axis textfields were also accessible without any issues. But after iOS18 update, adding focused modifier removes elements out of focus order of external keyboard. 1 such example is -when a button using focused modifier and @FocusSate is inside a ScrollView and if this view is getting opened via NavigationLink, that button is not accessible via Bluetooth (external) keyboard. TextEditor / Vertical-axis TextFields also seem to be impacted in external-keyboard-focus-order when added inside ScrollView. Is this a known iOS18 issue with ScrollView / any tip to get this fixed ? Sample code that can reproduce this issue: struct ContentView: View { @State private var showBottomSheet: Bool = false @State private var goToNextView: Bool = false @FocusState private var focused: Bool @AccessibilityFocusState private var voFocused: Bool var body: some View { NavigationView { VStack { Text("Hello, world!") // This button works fine in Bluetooth keyboard in all versions Button("Trigger a bottomsheet") { showBottomSheet = true } .focused($focused) .accessibilityFocused($voFocused) Button("Goto another view") { goToNextView = true } NavigationLink( destination: View2(), isActive: $goToNextView ) { EmptyView() } .accessibility(hidden: true) } .sheet(isPresented: $showBottomSheet, onDismiss: { focused = true voFocused = true }, content: { VStack() { Text("Hello World ! I'm in a bottomsheet") Button("Close me") { showBottomSheet = false } } }) .padding() } } } #Preview { ContentView() } struct View2: View { @FocusState private var focused: Bool @AccessibilityFocusState private var voFocused: Bool @State private var showBottomSheet: Bool = false var body: some View { ScrollView { VStack { Text("check") // In iOS18, this button doesn't get focused in Bluetooth / external keyboard // This issue occurs when these 3 combine in iOS 18 - a button using FocusState inside a view that has a ScrollView & it is opened via NavigationLink Button("Trigger a bottomsheet") { showBottomSheet = true } .focused($focused) .accessibilityFocused($voFocused) Button("Test button") { } } .sheet(isPresented: $showBottomSheet, onDismiss: { focused = true voFocused = true }, content: { VStack() { Text("Hello World ! I'm in a bottomsheet") Button("Close me") { showBottomSheet = false } } }) .padding() } } }
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CGEvent Not Working
I am trying to simulate a paste command and it seems to not want to paste. It worked at one point with the same code and now is causing issues. My code looks like this: ` func simulatePaste() { guard let source = CGEventSource(stateID: .hidSystemState) else { print("Failed to create event source") return } let keyDown = CGEvent(keyboardEventSource: source, virtualKey: CGKeyCode(9), keyDown: true) let keyUp = CGEvent(keyboardEventSource: source, virtualKey: CGKeyCode(9), keyDown: false) keyDown?.flags = .maskCommand keyUp?.flags = .maskCommand keyDown?.post(tap: .cgAnnotatedSessionEventTap) keyUp?.post(tap: .cgAnnotatedSessionEventTap) print("Simulated Cmd + V") } I know that there is some issues around permissions and so in my Info.plist I have this: <string>NSApplication</string> <key>NSAppleEventsUsageDescription</key> <string>This app requires permission to send keyboard input for pasting from the clipboard.</string> I have also disabled sandbox. It does ask me if I want to give the app permissions but after approving it, it still doesn't paste.
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Components with Earcon haptic feedback for VoiceOver users
I want to understand which component types are intended to have an associated hint text, haptic feedback, or earcon associated with it for VoiceOver screen reader users. Is there a list somewhere or a HIG guideline for which transition types should have a sound? Some transitions in Apple apps generally include different beep sounds, such as opening a new screen screen dimming when a VoiceOver user swipes from the header / navbar to the body a scraping sound when swiping up or down a page. the beginning or end of the body section in Calculator when swiping from one row to the next. opening a pop up menu I would also appreciate any direction on what code strings are associated with these sounds and how custom components can capture these sounds or haptics or hints where it is expected? On the other hand, I don't want to get that info and then dictate that every component needs a specific beep type since these sounds appear to be used for specific purposes.
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tvOS: GCController does not send button press events for "Button A" and "Button Center" when VoiceOver is On
When turning VoiceOver ON, GCController does not send button press events for "Button A" and "Button Center". This happens when using Siri 2nd generation remote (with dedicated arrow buttons on the circle around center button) and also when using iOS remote. I didn't test it on old Siri 1st generation with touchpad without arrow buttons. Example: gameController.microGamepad?.allButtons.forEach { button in button.valueChangedHandler = { [weak self] _, _, _ in self?.buttonHandler(gameController: gameController, button: button) } private func buttonHandler(gameController: GCController, button: GCControllerButtonInput) { print("BUTTON: Pressed \(button.description) isPressed=\(button.isPressed) isTouched=\(button.isTouched)") } #endif VoiceOver ON (incorrect behavior): BUTTON: Pressed Direction Pad Left (value: 0.030, pressed: 1) isPressed=true isTouched=true BUTTON: Pressed Direction Pad Down (value: 0.079, pressed: 1) isPressed=true isTouched=true BUTTON: Pressed Direction Pad Left (value: 0.000, pressed: 0) isPressed=false isTouched=false BUTTON: Pressed Direction Pad Down (value: 0.000, pressed: 0) isPressed=false isTouched=false VoiceOver OFF (correct behavior): BUTTON: Pressed Direction Pad Left (value: 0.137, pressed: 1) isPressed=true isTouched=true BUTTON: Pressed Direction Pad Up (value: 0.078, pressed: 1) isPressed=true isTouched=true BUTTON: Pressed Button A (value: 1.000, pressed: 1) isPressed=true isTouched=true BUTTON: Pressed Button Center (value: 1.000, pressed: 1) isPressed=true isTouched=true BUTTON: Pressed Button A (value: 0.000, pressed: 0) isPressed=false isTouched=false BUTTON: Pressed Button Center (value: 0.000, pressed: 0) isPressed=false isTouched=false BUTTON: Pressed Direction Pad Left (value: 0.000, pressed: 0) isPressed=false isTouched=false BUTTON: Pressed Direction Pad Up (value: 0.000, pressed: 0) isPressed=false isTouched=false I could use for detection Direction Pad Left/Right/Up/Down and detect position between -0.7 and +0.7 and handle it as center button press, because I use that on old Siri remote where I need to distinguish center button and arrows (for switching TV channels by Up/Down and Skip forward/back by Left/Right arrows), but for new Siri remote it would be unnecessary workaround. Does anybody know why the center/select button is not detected when VoiceOver is ON. Is there another way of detecting it using GCController? I don't want to use SwiftUI onTapGesture for this one particular case. Is it an unexpected bug in tvOS APIs or is there some specific reason why center button is not handled by GCController when VoiceOver is ON? Thanks.
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Jan ’25
PerformAccessibilityAudit and sufficientElementDescription clarification
Hi, I am writing in the hope to receive some clarification about the rationale of the Audit type sufficientElementDescription - in context with Accessibility Audit API. Please see my test below: And another example in context with Xcode, where the strings visible in the UI are also set as accessible labels of their respective elements. Thanks for your help!
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Jan ’25
Making VoiceOver more concise on a SwiftUI Menu
A common UI idiom in Apple's first party iOS apps is a circle icon with three dots in the upper right of the screen. This serves as a pop-up menu of more options. Some examples include: Apple Music, Library tab Photos, Album view Reminders In all these cases, VoiceOver reads this element as "More, Button". In my SwiftUI app, I've implemented a visually identical button. Menu { // Button for Menu Item 1 // Button for Menu Item 2 // ... } label: { Image(systemName: "ellipsis.circle") .accessibilityHidden(true) } .accessibilityLabel("More") However, the VoiceOver output in my app is much more verbose. It speaks "More, Button, Pop Up Button, Double Tap To Activate The Picker". Any guidance on how to make this more concise in line with the apps mentioned above?
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Jan ’25
How to determine the default duration of a long-press
Using gesture recognizers it is easy to implement a long-press gesture to open a menu, show a preview or something else on the iOS platform. And you can provide the duration the user must hold down the finger until the gesture recognizer fires. But I could not yet find out how to determine the default duration for a long-press gesture that is configured in the system settings within the "accessibility" settings under "Haptic Touch" (the available options are fast, standard and slow here). Is it possible to read out this setting, so my App can adapt to this system setting as well?
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Jan ’25
Sandbox Permissions for Clipboard Monitoring and Modification in a macOS App
Hello, I’m developing a sandboxed macOS app using Qt, which will be distributed via the Mac App Store. The app: Monitors the clipboard to store copied items. Overrides the paste function of the operating system via keyboard shortcuts. Modifies clipboard content, replacing what the user pastes with stored data. So, I have some questions: Can a sandboxed app continuously read and modify clipboard content? What entitlements are required? What permissions should I request from the user to ensure that my app works? Any guidance would be greatly appreciated! Thanks in advance! Beril Bayram
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Jan ’25
Issue with “Vocal Shortcuts” disabling after one day of use
Hello Apple Community, I'm experiencing an issue with "Vocal Shortcuts" on iOS. I created a trigger in Vocal Shortcuts to run a specific shortcut, and it works perfectly on the first day. However, by the next day, the voice command stops functioning entirely. To make it work again, I have to disable and then re-enable Vocal Shortcuts in the settings. I've tested this on multiple devices (iPhone 11, iPhone 13, and iPhone X), all running the latest iOS version, and the same problem occurs on each one. Is there any additional configuration needed, or could this be a bug? Any advice or insights would be greatly appreciated! Thank you in advance,
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Jan ’25