Provide views, controls, and layout structures for declaring your app's user interface using SwiftUI.

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Automatic Grammar Agreement with formatted number: use integer value to switch categories
Hello, I want to use Automatic Grammar Agreement to localise a string in my app, let say "three remaining activities". The string "three" is obtained by using a NumberFormatter with a numberStyle set to .spellOut (so I'm not using an Integer) var formatter: NumberFormatter = NumberFormatter() formatter.numberStyle = .spellOut let formattedCount: String = numberFormatter.string(from: count as NSNumber)! Text("key_with_string_\(formattedCount)") In my string catalog, I have translated the key key_with_string_%@ like this ^[%@ remaining activity](inflect: true), but it does not work. I've tried to add the integer value used by the number formatter in the key key_with_string_%@_%lld but it does not work. Should Automatic Grammar Agreement work normally just by using the formatted string provided by the NumberFormatter? If not, is there a way to specify to use a secondary variable (my count integer) to switch between different categories like one and other automatically? Thanks ! Axel
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Error Loading USDZ File in Vision Pro Application
Hi everyone, I'm working on a Vision Pro application and encountering an issue while trying to load a USDZ file. Here are the details: File Path: /Users/siddharthpatel/Library/Developer/CoreSimulator/Devices/31F10013-50B6-4CEF-9388-9094087FAEBF/data/Containers/Data/Application/EB260F0A-A84F-4E95-876D-08199D2A4998/Documents/hive1.usdz Code: do { try await modelEntityForCollider = ModelEntity(contentsOf: fileURL!) } catch { print("Error loading model: (error)") } Error: Thread 1: Fatal error: Failed to import entity from "/Users/siddharthpatel/Library/Developer/CoreSimulator/Devices/31F10013-50B6-4CEF-9388-9094087FAEBF/data/Containers/Data/ ... ve1.usdz" I've verified that the file path is correct and the USDZ file exists at the specified location. What could be causing this error and how can I resolve it? Thanks in advance for your help! Siddharth
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Using availablity checks with new .defaultWindowPlacement API
How can I use availability checks with the new defaultWindowPlacement API so I can ensure visionOS 2 users get the correct window placement and visionOS 1 users fall back to the old window placement mechanism? I have tried using if #available and @available in different ways, but end up with either an error that says control flow statements aren't allowed in SceneBuilders or that the return type of the two branches of my control flow statement do not match if I omit the SceneBuilder property. An example of how to use .defaultWindowPlacement with visionOS 1 support would be nice. Thank you!
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SwiftUI: listSectionSeparator not working on macOS
Hi, When I use 'listSectionSeparator' on hide the section separator on a List 'section', it works as expected on iOS, but doesn't have any effect on macOS. Is that a known issue? Are there any workarounds for this? Here's a basic reproducible example: import SwiftUI struct TestItem: Identifiable, Hashable { let id = UUID() let itemValue: Int var itemString: String { get { return "test \(itemValue)" } } } struct TestListSelection: View { let testArray = [TestItem(itemValue: 1), TestItem(itemValue: 2), TestItem(itemValue: 3), TestItem(itemValue: 4)] @State private var selectedItem: TestItem? = nil var body: some View { List (selection: $selectedItem) { Section("Header") { ForEach (testArray, id: \.self) { item in Button { print("main row tapped for \(item.itemValue)") } label: { HStack { Text(item.itemString) Spacer() Button("Tap me") { print("button tapped") } .buttonStyle(.borderless) } } .buttonStyle(.plain) } } .listSectionSeparator(.hidden) // has no effect on macOS Section("2nd Header") { ForEach (testArray, id: \.self) { item in Text(item.itemString) } } .listSectionSeparator(.hidden) // has no effect on macOS } .listStyle(.plain) } } #Preview { TestListSelection() }
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UIVisualEffectView isn't blurred during the device rotation
Hey everyone, I’m facing a bug when using UIVisualEffectView in a SwiftUI context via UIViewRepresentable. When the SwiftUI view modifier .blur(radius: xx, opaque: true) is applied to it during rotation, the blur effect isn’t applied. Instead, the view becomes completely white or black, depending on the UIBlurEffect.Style applied to the UIVisualEffectView. I’m not sure how to proceed with this issue and am seeking your help. Below is a simple, reproducible piece of code: import SwiftUI struct ContentView: View { var body: some View { ZStack { Circle() .fill(.pink) GlassBackgroundView() .blur(radius: 7, opaque: true) } .ignoresSafeArea() } } #Preview { ContentView() } private struct GlassBackgroundView: UIViewRepresentable { func makeUIView(context: Context) -> UIVisualEffectView { UIVisualEffectView(effect: UIBlurEffect(style: .regular)) } func updateUIView(_ uiView: UIVisualEffectView, context: Context) { } }
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Can an automaker app and a Carplay app (when automaker is not possible) live in the same App?
Hi, I'm trying to investigate if there is any way to have an app that displays an automaker app when the Carplay environment has the automaker protocol string, and displays a Carplay App (Driving Task) when there isn't the automaker protocol string. I was able to start developing an automaker app, but with an iOS16.0 deprecated method (with UIScreen Notifications), I'm not able to do it via the scene delegate... There is any kind of documentation of how to do it? I think the clue may be in the scene delegate with the property Preferred Default Scene Session Role, where I think the automaker app is a Window Application Session Role, but the scene delegate is not triggered when I open the Carplay App in the simulator. So am I missing something? Is there a way to do it or have I to publish two apps in order to use the two kind of carplay apps... ? Thank you very much.
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Xcode 15 beta 7 Previews building issue
Summary When trying to display SwiftUI previews, building the previews may fail with the following error: Linking failed: linker command failed with exit code 1 (use -v to see invocation) ld: warning: search path '/Applications/Xcode.app/Contents/SharedFrameworks-iphonesimulator' not found ld: warning: Could not find or use auto-linked framework 'CoreAudioTypes': framework 'CoreAudioTypes' not found Note that may app does not use CoreAudioTypes. Observation This issue seems to occur when two conditions are met: The SwiftUI view must be located in a Swift Package Somewhere in either the View or the #Preview a type from another package has to be used. Say I have to packages one named Model-package and one named UI-Package. The UI-Package depends on the Model-Package. If I have a SwiftUI view in the UI-Package that uses a type of the Model-Package either in the View itself or in the #Preview, then the described error occurs. If I have a View in the UI-package that does not use a type of the Model-Package anywhere in its View or #Preview then the SwiftUI Preview builds and renders successful. I created a bug report: FB13033812
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LinkDylibError when previewing SwiftUI view from a package.
I have two (local) Swift packages (both with a single library product): RemoteImage, which defines setImage(from:) function on UIImageView and SatelitUI package which directly depends on the first one and defines some views. But when I'm trying to preview views from the second package I'm getting the following error: linker command failed with exit code 1 (use -v to see invocation) LinkDylibError: Failed to build TrailerView.swift Linking failed: linker command failed with exit code 1 (use -v to see invocation) ld: warning: directory not found for option '-F/Applications/Xcode-beta.app/Contents/SharedFrameworks-iphonesimulator' Undefined symbols for architecture x86_64:   "(extension in RemoteImage):__C.UIImageView.setImage(from: Foundation.URL?) -> ()", referenced from:       (extension in SatelitUI_PreviewReplacement_TrailerView_2):SatelitUI.TrailerView.(previewupdate in _8C3731B0EF007627509BEEB93277D681)(with: SatelitUI.Trailer?) -> () in TrailerView.2.preview-thunk.o ld: symbol(s) not found for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation) Apparently, Xcode fails to link the library from the first package because it's dynamic. Static linking works as expected. It's a bug I believe?
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SwiftUI List selection bug
Is there a way to optimize a List in SwiftUI? There is a problem with selection not working properly when the List has many rows. If you scroll to multi-select and up, some rows in the middle are not selected. I have an issue where selecting an unselected row deselects nearby rows. Is there any way for selection to work reliably even for a List of many rows? I would like to find a solution that is stable even when multiple lines are selected, like mail and note, which are the default apps in ios. ps. I am using CoreData. @State var selectedItem = Set<MyEntity>() List(selection: $selectItem){   ForEach(items, id: \.self){ item in     ContactsRow(contactsData: item)   } } .environment(\.editMode, $editMode)
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SwiftUI iOS 17 White screen when I return back with Navigation Stack
When using the Navigation Stack with paths, I've faced an issue where tapping the 'back' button on the custom navigation bar results in a blank screen. With light theme the screen is white, when using dark theme the screen is black. I've found a decision with using an environment value to dismiss a single screen when needed. However, the problem becomes more prominent when I want to pop back to the root view. This issue has become since updating to iOS 17.
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navigationDestination + NavigationPath broken on iOS 17
Using the new navigationDestination and NavigationPath functions previously on iOS 16 everything has been working fine using a custom back button, which calls path.removeLast(). However, if we try this on iOS 17, the screen being removed flashes white. You can try this code as an example (NOTE THE WHITE FLASH ON REMOVE LAST): struct DetailView: View { @Binding var path: NavigationPath var body: some View { ZStack { Color.black VStack(alignment: .center) { Spacer() Button(action: { path.removeLast() }, label: { Text("BACK") }) Spacer() } } } } struct ParentView: View { @State var path: NavigationPath = .init() var body: some View { NavigationStack(path: $path) { ZStack { Color.red VStack(alignment: .center) { Spacer() Button(action: { path.append("TEST") }, label: { Text("FORWARD") }) Spacer() } } .navigationDestination(for: String.self) { _ in DetailView(path: $path) } } } } Any work arounds? Suggestions?
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Is it possible to loop a ScrollView to repeat infinitely?
I have a horizontal scroll view and a fixed array. I would like to loop it such that when I scroll left and get near the end, the array will add the items in the beginning to the end so that the user can continue to scroll. I would like this to happen when scrolling both left and right and to not have the current position of the user jump around. Here is my code. What am I missing? Would appreciate any and all help. import SwiftUI import Algorithms struct ContentView: View { @State private var timePosition = ScrollPosition(idType: Int.self, edge: .leading) @State private var times: [Int] = Array(0...23) var body: some View { ScrollView(.horizontal, showsIndicators: false) { LazyHStack(spacing: 0) { ForEach(times, id:\.self) { time in Text("\(time)") .font(.system(.callout, design: .monospaced, weight: .semibold)) .padding(8) .frame(width: 180, height: 110, alignment: .topLeading) .border(width: 1, edges: [.leading, .trailing], color: .primary.opacity(0.05)) .id(time) } } .scrollTargetLayout() } .frame(height: 110) .scrollPosition($timeScrollPosition, anchor: .center) .onScrollTargetVisibilityChange(idType: Int.self) { timeIDs in if let currentViewID = model.timeScrollPosition.viewID { if timeIDs.contains(times[times.count - 2]) { times.rotate(toStartAt: times.count - 1) } if timeIDs.contains(times[1]) { times.rotate(toStartAt: times.count-1) } print("New times: \(times)") timeScrollPosition.scrollTo(id: currentViewID) } } } }
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Obscuration of Specific Content in Screenshots on visionOS
Hello, I am currently developing an app using visionOS, and I am looking for a way to obscure specific content in screenshots. My app includes certain content that is exclusive to premium users, and I need to hide these parts when screenshots are shared on social media. In iOS, I was able to achieve this by extending SecureField to hide specific Views or Images, but this method does not work in visionOS. I am seeking advice on the best approach to implement this feature in visionOS. https://github.com/yoxisem544/ScreenshotPreventing-iOS Specifically, I would appreciate guidance on the following points: The optimal method for obscuring specific Views or Images in screenshots on visionOS Any tips or tricks when using existing components similar to SecureField Techniques or approaches used by other developers to implement similar features Your assistance would be greatly appreciated. Thank you for your help.
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SwiftUI SideMenu Navigation Issue
I am currently refactoring my app's side menu to be more like Twitter's. I have the UI down in terms of how the side menu looks and appears, but the issue is navigating to a view from the side menu. The views that a user can go to from the side menu are a mix of SwiftUI views & UIKit View Controllers. As of right now, when a user navigates to a view from the side menu, it presents it modally as a sheet. I want it to have regular navigation, where the user goes to the view displayed in full screen and can tap on the back button to go back to the previous view. Here is the associated code: SideMenuView.swift SideMenuViewModel.swift How can I modify the navigation logic to be like Twitter's? I've been stuck for days trying to find a fix but it has been a struggle.
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Pop to root view when selected tab is tapped again for WebKit
Hello everyone! I have a WKWebView in my swiftui app and would like to enable to "pop root view when selected tab is tapped again" feature, but I have been unable to figure out how to implement this. Here's the basic code: class TabIdentifierModel:ObservableObject { @Published var tabSelection:TabIdentifier { willSet { if newValue == tabSelection { NotificationCenter.default.post(name: .popRootView, object: nil, userInfo: ["tab": newValue.rawValue]) } } } init() { tabSelection = .home } } struct ContentView: View { @AppStorage(AppStorageKeys.enableShorts) var enableShorts = true @StateObject var storeVM = StoreVM() @StateObject var downloadURLManager = DownloadURLManager.shared @State var downloadViewIsOpen = false // ...... @State var tabSelection = TabIdentifierModel() var body: some View { TabView(selection: $tabSelection.tabSelection) { // ...... WebViewWrapper(url: $libraryTabURL) .tabItem { Label { Text("Library") } icon: { Image(systemName: "folder.fill") } }.tag(TabIdentifier.library) // ...... } .environmentObject(tabSelection) } } Tapping on the tab again doesn't seem to set the value again thus the NotificationCenter.default.post is not sent and the web view is not reloaded. Help would be much appreciated! Thanks in advance!
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SwiftUI pushWindow debug
In my case, I open an immersiveSpace and windowGroupA together. When I successfully push a new windowGroupB from windowGroupA, dismissing windowGroupB should return me to windowGroupA. However, this fails, and windowGroupA remains in the background scenePhase. I tried closing immersiveSpace, and it worked successfully. Therefore, pushWindow cannot be used when immersiveSpace is open.
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Location Permission Popup Not Appearing in SwiftUI App
Hello everyone, I'm working on a SwiftUI app that requires location services, and I've implemented a LocationManager class to handle location updates and permissions. However, I'm facing an issue where the location permission popup does not appear when the app is launched. Here is my current implementation: LocationManager.swift: import CoreLocation import SwiftUI class LocationManager: NSObject, ObservableObject, CLLocationManagerDelegate { private let locationManager = CLLocationManager() @Published var userLocation: CLLocation? @Published var isAuthorized = false @Published var authorizationStatus: CLAuthorizationStatus = .notDetermined override init() { super.init() locationManager.delegate = self checkAuthorizationStatus() } func startLocationUpdates() { locationManager.startUpdatingLocation() } func stopLocationUpdates() { locationManager.stopUpdatingLocation() } func requestLocationAuthorization() { print("Requesting location authorization") DispatchQueue.main.async { self.locationManager.requestWhenInUseAuthorization() } } private func checkAuthorizationStatus() { print("Checking authorization status") authorizationStatus = locationManager.authorizationStatus print("Initial authorization status: \(authorizationStatus.rawValue)") handleAuthorizationStatus(authorizationStatus) } func locationManagerDidChangeAuthorization(_ manager: CLLocationManager) { print("Authorization status changed") authorizationStatus = manager.authorizationStatus print("New authorization status: \(authorizationStatus.rawValue)") handleAuthorizationStatus(authorizationStatus) } private func handleAuthorizationStatus(_ status: CLAuthorizationStatus) { switch status { case .authorizedAlways, .authorizedWhenInUse: DispatchQueue.main.async { self.isAuthorized = true self.startLocationUpdates() } case .notDetermined: requestLocationAuthorization() case .denied, .restricted: DispatchQueue.main.async { self.isAuthorized = false self.stopLocationUpdates() print("Location access denied or restricted") } @unknown default: DispatchQueue.main.async { self.isAuthorized = false self.stopLocationUpdates() } } } func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) { DispatchQueue.main.async { self.userLocation = locations.last } } func locationManager(_ manager: CLLocationManager, didFailWithError error: Error) { print("Location manager error: \(error.localizedDescription)") } } MapzinApp.swift: @main struct MapzinApp: App { @UIApplicationDelegateAdaptor(AppDelegate.self) var delegate @StateObject private var locationManager = LocationManager() var body: some Scene { WindowGroup { Group { if locationManager.authorizationStatus == .notDetermined { Text("Determining location authorization status...") } else if locationManager.isAuthorized { CoordinatorView() .environmentObject(locationManager) } else { Text("Location access is required to use this app. Please enable it in Settings.") } } } } } Log input: Checking authorization status Initial authorization status: 0 Requesting location authorization Authorization status changed New authorization status: 0 Requesting location authorization Despite calling requestWhenInUseAuthorization() when the authorization status is .notDetermined, the permission popup never appears. Here are the specific steps I have taken: Checked the Info.plist to ensure the necessary keys for location usage are present: NSLocationWhenInUseUsageDescription NSLocationAlwaysUsageDescription NSLocationAlwaysAndWhenInUseUsageDescription Verified that the app's target settings include location services capabilities. Tested on a real device to ensure it's not a simulator issue. I'm not sure what I might be missing. Any advice or suggestions to resolve this issue would be greatly appreciated. Thank you!
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Sheet Presentation
Hi, would appreciate based on my implementation how can I control the dimmed effect of sheet presentation on iOS 17 later. Here is my sample implementation: struct ContentView: View { @State private var present = true var body: some View { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundStyle(.tint) Text("Hello, world!") } .padding() .sheet(isPresented: $present, content: { ContentView2() .modifier( SheetModifier( dismissDisabled: true, detents: [.medium, .large], dragIndicator: .hidden ) ) }) } } #Preview { ContentView() } struct SheetModifier: ViewModifier { var dismissDisabled: Bool var detents: Set<PresentationDetent> var backgroundInteraction: PresentationBackgroundInteraction var dragIndicator: Visibility var cornerRadius: CGFloat init( dismissDisabled: Bool = false, detents: Set<PresentationDetent>, backgroundInteraction: PresentationBackgroundInteraction = .automatic, dragIndicator: Visibility = .automatic, cornerRadius: CGFloat = 20 ) { self.dismissDisabled = dismissDisabled self.detents = detents self.backgroundInteraction = backgroundInteraction self.dragIndicator = dragIndicator self.cornerRadius = cornerRadius } func body(content: Content) -> some View { content .background(.clear) .interactiveDismissDisabled(dismissDisabled) .presentationDetents(detents) .presentationBackgroundInteraction(backgroundInteraction) .presentationDragIndicator(dragIndicator) .presentationCornerRadius(cornerRadius) } }
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