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

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Display segmented control in iOS 26 with the previous rounded rectangle style
The default style for a segmented picker in iOS 26 is now a capsule shape. Is it possible to get back the previous rounded rectangle shape? In SwiftUI I have tried using the clipShape, containerShape, and background modifiers, applying a RoundedRectangle shape with a corner radius, to no avail. In UIKit I have tried to adjust the corner configuration for the UISegmentedControl, also to no avail. Am I missing something really obvious or is it impossible to change the style here? 🤔
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Aug ’25
iPadOS 26 Disable "open recent"
How can I remove the "recents" section from long-pressing on my app icon? I've added the following to my AppDelegate, which removes it from the top MenuBar, but not from the app icon context menu. My app has registered a custom filetype, but it is not a document based app. Opening files imports them into the app's user library, and so does not make sense to have a "recents" list. override func buildMenu(with builder: any UIMenuBuilder) { super.buildMenu(with: builder) builder.remove(menu: .openRecent) }
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Aug ’25
Importing Data into SwiftData in the Background Using ModelActor and @Query
I have an app with fairly typical requirements - I need to insert some data (in my case from the network but could be anything) and I want to do it in the background to keep the UI responsive. I'm using SwiftData. I've created a ModelActor that does the importing and using the debugger I can confirm that the data is indeed being inserted. On the UI side, I'm using @Query and a SwiftUI List to display the data but what I am seeing is that @Query is not updating as the data is being inserted. I have to quit and re-launch the app in order for the data to appear, almost like the context running the UI isn't communicating with the context in the ModelActor. I've included a barebones sample project. To reproduce the issue, tap the 'Background Insert' button. You'll see logs that show items being inserted but the UI is not showing any data. I've tested on the just released iOS 18b3 seed (22A5307f). The sample project is here: https://hanchor.s3.amazonaws.com/misc/SwiftDataBackgroundV2.zip
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Aug ’25
How to Start with Default Apple Maps Functionality in iOS 18+
Hi everyone, I’m building an iOS 18+ app in Xcode where Apple Maps is central. My goal is to start with the default Apple Maps experience (map view, search bar, pins, directions sheet, etc.) and then customize it for my project. I tried coding it from scratch using MapKit and SwiftUI, but I wasn’t able to get full parity with the basic features of the Maps app. My questions: Is there any sample project, template, or reference that provides the default Apple Maps functionality (views + interactions) as a baseline? Can I copy these into my Xcode project and then extend/customize them? If not, what’s the recommended best practice to get as close as possible to the native Maps app before adding my own features? Any guidance, sample code, or documentation links would be greatly appreciated.
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Aug ’25
UIViewControllerRepresentable breaks tab bar, ignores title and navigation items
In a UIKit-based project, I am attempting to integrate SwiftUI components. However, I encounter a persistent issue that hinders this integration. This problem arises when pushing a SwiftUI view using UIHostingController and subsequently attempting to push a UIKit view controller using UIViewControllerRepresentable. Not only are the navigation items and title from the view controller disregarded, but more concerningly, my tab bar item title is set to nil. This renders it impossible for me to utilize SwiftUI within my application when I wish to present older UIKit view controllers from there. This feedback has all the details and a sample project. FB18956999
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Aug ’25
DocumentBrowser toolbar behavior in SwiftUI apps
I’m building a document-based SwiftData app (iPhone/iPad/Mac). Here’s a minimal example of how I’m using DocumentGroup. DocumentGroup(editing: Trip.self, contentType: .trips) { ContentView() } if #available(iOS 18.0, *) { DocumentGroupLaunchScene { NewDocumentButton("New Trip") } } I’m struggling with the toolbar behavior in DocumentGroup apps. My content view uses a TabView, and each tab contains a NavigationSplitView. After I select a document in the document browser, I see my tabs. Regardless of which tab is selected, there’s a navigation bar showing the document name and a back button to the document browser. However, only the first tab shows the disclosure button to rename the document. I’d expect to be able to rename the document anywhere the name is shown. When I navigate to the detail view of my NavigationSplitView (or when using NavigationView/NavigationStack), I still see that back button to the document browser. When the user taps it, they expect to go back to the previous view, not to the document browser. What’s really odd is that even sheet or fullScreenCover presentations include these document UI elements in the navigation bar. I can’t get rid of them. Even if I set a title via the toolbar or navigationTitle, the rename disclosure button remains visible. Do DocumentGroup apps intentionally show their specific navigation bar everywhere? Is this a bug or expected behavior? And is it expected that the rename disclosure button appears only on the first tab of a TabView?
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Aug ’25
iOS 26 Home Screen Widgets Color Rendering Issue
Hi everyone! I've noticed a color rendering issue with Home Screen widgets on iOS 26: the colors displayed in widgets are inconsistent with those shown inside the app. At first, I suspected this might be caused by differences in color spaces, but even after explicitly specifying the color space for SwiftUI.Color or UIColor, the widget colors remain incorrect. Steps to reproduce: Create a new iOS project in Xcode 26 beta 6. Add a new Widget Extension target. Use the following Widget view code: struct MyWidgets: Widget { let kind: String = "MyWidgets" var body: some WidgetConfiguration { StaticConfiguration(kind: kind, provider: Provider()) { entry in let white = Color(.sRGB, red: 1, green: 1, blue: 1) let veryLightGray = Color(.sRGB, red: 0.96, green: 0.96, blue: 0.96) let lightGray = Color(.sRGB, red: 0.9, green: 0.9, blue: 0.9) VStack(spacing: 0) { Rectangle() .foregroundStyle(veryLightGray) // 👈 Rectangle() .foregroundStyle(lightGray) // 👈 } .containerBackground(white, for: .widget) // 👈 } .configurationDisplayName("My Widget") } } ⬆️ In-app, the colors are correct: the top block is a very light gray (white=0.96)✅, and the bottom block is a regular gray (white=0.90)✅. However, on the Home Screen widget, the result is as follows: ⬆️ The top light gray block blends completely into the white background and is indistinguishable; the bottom gray block also appears lighter than it does in-app ❌. This issue occurs both on the simulator and on real devices. (Interestingly, the colors are correct in the Xcode Preview.) Whether I declare colors in code (SwiftUI.Color or UIColor) or in the Asset Catalog, the widget's color rendering does not match expectations. What's even stranger is that if I add an extra pure white block (white=1.0) to the view, it immediately affects all the colors in the widget: This whole behavior makes it very difficult to set accurate colors for widgets on iOS 26. While it seems related to glass effect rendering and color space handling, I still feel there might be a bug in the implementation.
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Aug ’25
How can I connect NSTableCellView.textField to a SwiftUI view?
When using NSTableView or NSOutlineView, if you use an NSTableCellView and wire up the .imageView and .textField properties then you get some "free" behaviour with respect to styling and sizing of those fields. (ex: They reflect the user's preferred "Sidebar Icon Size" as selected in Settings. ) If I'm using a SwiftUI View inside an NSTableCellView, is there any way to connect a Text or Image to those properties? Consider the following pseudo code: struct MyCellView: View { let text: String let url: URL? var body: some View { HStack { Image(...) // How to indicate this is .imageView? Text(...) // How to indicate this is .textField? } } } final class MyTableCellView: NSTableCellView { private var hostingView: NSHostingView<MyCellView>! init() { self.hostingView = NSHostingView(rootView: MyCellView(text: "", url: nil)) self.addSubview(self.hostingView) } func configureWith(text: String, url: URL) { let rootView = MyCellView(text: text, url: url) hostingView.rootView = rootView // How can I make this connection? self.textField = rootView.??? self.imageView = rootView.??? } } I'm ideally looking for a solution that works on macOS 15+.
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Aug ’25
Bug in Screen Time API: familyActivityPicker dismisses a presenting sheet on iOS 18.4 and above
Hello, I’m presenting the familyActivityPicker from a presented sheet in my application. When I select some apps, categories or websites and tap “Done”, the familyActivityPicker is dismissed but the presenting sheet is also dismissed on iOS 18.4, iOS 18.5, iOS 26 beta 1 and 2. If I tap on “Cancel” from the familyActivityPicker, the sheet is also dismissed on iOS 18.4, iOS 18.5, iOS 26 beta 1 and 2. The same code works perfectly fine on iOS 18.0, iOS 18.1, iOS 18.2 and iOS 18.3. Is this a known-issue? If opened the feedback FB18369821 for this. Regards, Axel
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Aug ’25
CarPlay CPGridTemplate – buttons show in a row, and limited to 9 buttons
Hi, I’m working with CPGridTemplate in CarPlay. According to the documentation, it supports up to 9 CPGridButton objects and should display them in a grid (up to 3×3). However, I’ve run into two issues: Row instead of grid When I add 4–6 buttons, they don’t appear in a 2×2 or 2×3 grid. Instead, they are shown in a single horizontal row. Even 9 buttons do not appear in a 3x3 grid. More than 9 buttons My use case requires more than 9 icons, but it looks like CPGridTemplate ignores any additional buttons beyond the first 9. Is there any supported way to display more than 9 buttons in a grid, or is pagination/multiple templates the only option? Thanks in advance!
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Aug ’25
Navigation Title no longer showing for first Tab in iOS/iPadOS 26
Navigation Title no longer showing for first Tab in iOS/iPadOS 26 (Directives) in my app Starship SE Corps when running is Xcode 26 simulator and on iPad device itself running iPadOS 26 beta. Launch app Notice Navigation Title “Directives” is missing from top tab in Sidebar and Floating Tab View (iPad) and TabView (iOS). Navigate to other tabs and Navigation Titles appear as expected. Worked fine (as expected) in iOS/iPadOS 18.5, but broken in iOS/iPadOS 26. Reference Feedback: FB17987650
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Aug ’25
Preventing a custom menu to close when the main window SwiftUI View is updating - (macOS App)
I reposted this issue from my previous post since I have a partial solution to it, and now have a more precise question. The previous post title was too broad. My app is not Document-based, the UI is written with SwiftUI and I had to implement the 'Open Recent' menu myself. The class RecentDiscsModel has a refresh() function that forces the new opened file to be seen in the menu. Without that, the app needed to be restarted to see them. (The files were appearing in the Dock menu, however.) My problem is, that when we open this 'Open Recent' menu, it closes when the UI is updating. My app being a Disc Player, the main and unique window UI is updating every second or more through many @Published properties from my AudioDiscPlayer class. I have no idea how to prevent this issue. @main struct MyApp: App @main struct MyApp: App { @NSApplicationDelegateAdaptor(AppDelegate.self) var appDelegate @StateObject private var recentDiscsModel = RecentDiscsModel.shared var body: some Scene { Window("Player", id: "main-window") { PlayerView() } .commands { CommandGroup(replacing: .newItem) { } CommandGroup(after: .newItem) { Button("Open...") { NotificationCenter.default.post(name: .openDocumentRequested, object: nil) } .keyboardShortcut("O", modifiers: .command) if recentDiscsModel.recentDocs.isEmpty == false { Menu("Open Recent") { ForEach(NSDocumentController.shared.recentDocumentURLs, id: \.self) { url in Button(url.lastPathComponent) { global.insertDisc(at: url) } } Divider() Button("Clear Menu") { NSDocumentController.shared.clearRecentDocuments(nil) recentDiscsModel.refresh() } } } } PlayBackMenu() } } } class RecentDiscsModel: ObservableObject | The class that handles the live refresh of the 'Open Recent' menu class RecentDiscsModel: ObservableObject { static let shared = RecentDiscsModel() @Published private(set) var recentFiles: [URL] = [] private init() { refresh() } func refresh() { let newDocs = NSDocumentController.shared.recentDocumentURLs if newDocs != recentDocs { recentDocs = newDocs } } } class Globals: ObservableObject | This is the class that handling opening cueSheet file: class Globals: ObservableObject { static let shared = MCGlobals() init() {} @Published var errorMessage = "" @Published var errorDetails = "" @Published var showingErrorAlert = false func handleFileImport(result: Result<URL, Error>) { switch result { case .success(let url): guard url.startAccessingSecurityScopedResource() else { errorMessage = "Unable to access file" errorDetails = "Permission denied" showingErrorAlert = true return } defer { url.stopAccessingSecurityScopedResource() } insertDisc(at: url) case .failure(let error): errorMessage = "Failed to import file" errorDetails = error.localizedDescription showingErrorAlert = true } } func insertDisc(at url: URL, startPlayback: Bool = false) { do { try AudioDiscPlayer.shared.insertDisc(at: url, startPlayback: startPlayback) NSDocumentController.shared.noteNewRecentDocumentURL(url) } catch { let nsError = error as NSError errorMessage = nsError.localizedDescription let reason = nsError.localizedFailureReason ?? "" let recovery = nsError.localizedRecoverySuggestion ?? "" errorDetails = "\n\n\(reason)\n\n\(recovery)".trimmingCharacters(in: .whitespacesAndNewlines) showingErrorAlert = true } RecentDiscsModel.shared.refresh() } }
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Aug ’25
iOS 26 Beta 5 SwiftUI Picker(.pickerStyle(.segmented)) + Images(.symbolRenderingMode(.palette)) + Sheet = Freeze
App freezes when using a SwiftUI Picker with pickerStyle(.segment), Images with .symbolRenderingMode(.palette) and try to show a sheet. import SwiftUI enum Sample: String, CaseIterable, Identifiable { case aaa, bbb, ccc, ddd var id: Self { self } var image: Image { switch self { case .aaa: Image(systemName: "square.stack.3d.up.fill") case .bbb: Image(systemName: "square.and.arrow.up") case .ccc: Image(systemName: "square.and.arrow.up.fill") case .ddd: Image(systemName: "square.and.arrow.down") } } } struct PickerBug: View { @State private var selected: Sample = .aaa @State var showSheet = false var body: some View { List { Section { VStack { Picker("Qqq", selection: $selected) { ForEach(Sample.allCases) { sample in sample.image // .symbolRenderingMode(.palette) .foregroundStyle(.black) } } .pickerStyle(.segmented) } } Text("Aaa") } .toolbar { ToolbarItem(placement: .topBarTrailing) { Button { showSheet.toggle() } label: { Text("A") } } } .sheet(isPresented: $showSheet) { Text("Aaaa") } } } #Preview { NavigationStack { PickerBug() } } Uncomment .symbolRenderingMode(.palette) show the picker and the app freezes. Xcode, Preview and Simulator, i could not test on a real device.
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Aug ’25
iOS 18 Subviews and Environment values
Hello 👋 I played with the iOS 18 Group(subviews:) APIs these days and I guess I'm missing a point. Environment values seems to not being passed to subviews when set within the Group(subviews:) API. See the following code: Is it intended to be that way ? How to propagate different values to different subviews in this case ? I heard of ContainerValues API but it seems to be a way to provide value at root level to access it during subview iteration. What I'm looking for is "insert"/"propagate" values to each subview during subview iteration. PS: This works but I have lost subview context this way (I'm out of the group). Thanks in advance for anyone answering this!
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Aug ’25
How to create an overlay with padding that ignores the safe area?
Was it always so tricky to ignore the bottom safe area? Seems like iOS 26 makes this much harder. I've tried many variations of ignoresSafeArea, safeAreaInset, safeAreaBar, etc. Nothing seems to work. As soon as I add padding, the bottom safe area crashes the party. This is what I want to achieve: This is what I get right now: struct ContentView: View { var body: some View { List { Text("Content") } .overlay(alignment: .bottom) { content } } var content: some View { VStack { Text("Custom Container") } .frame(maxWidth: .infinity) .frame(height: 400) .background(Color.gray, in: .rect(corners: .concentric, isUniform: true)) .padding(15) } }
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Aug ’25
@State variable returns empty despite being set in .onAppear function
With the code below, JSON data is parsed and is stored in the variable data in the .onAppear function, however an empty set of data is passed to the Content view. How can that be fixed so that the JSON data passes to the DataView? struct ContentView: View { @State var data: [Data] @State var index: Int = 0 var body: some View { VStack { DataView(data: data[index]) } .onAppear { let filePath = Bundle.main.path(forResource: "data", ofType: "json") let url = URL(fileURLWithPath: filePath!) data = getData(url: url) } } func getData(url: URL) -> [Data] { do { let data = try Data(contentsOf: url) let jsonDecoded = try JSONDecoder().decode([Data].self, from: data) return jsonDecoded } catch let error as NSError { print("Fail: \(error.localizedDescription)") } catch { print("Fail: \(error)") } return [] } }
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Aug ’25
How to detect which entity was tapped?
Hi, I'm rewriting my game from SceneKit to RealityKit, and I'm having trouble implementing the following scenario: I tap on the iPhone screen to select an Entity that I want to drag. If an Entity was tapped, it should then be possible to drag it left, right, etc. SceneKit solution: func CGPointToSCNVector3(_ view: SCNView, depth: Float, point: CGPoint) -> SCNVector3 { let projectedOrigin = view.projectPoint(SCNVector3Make(0, 0, Float(depth))) let locationWithz = SCNVector3Make(Float(point.x), Float(point.y), Float(projectedOrigin.z)) return view.unprojectPoint(locationWithz) } and then I was calling: SCNView().hitTest(location, options: [SCNHitTestOption.firstFoundOnly:true]) the code was called inside of the UIPanGestureRecognizer in my UIViewController. Could I reuse that code or should I go with the SwiftUI approach - something like that: var body: some View { RealityView { .... } .gesture(TapGesture().onEnded { }) ? I already have this code: @State private var location: CGPoint? .onTapGesture { location in self.location = location } I'm trying to identify the entity that was tapped within the RealityView like that: RealityView { content in let box: ModelEntity = createBox() // for now there is only one box, however there will be many boxes content.add(box) let anchor = AnchorEntity(world: [0, 0, 0]) content.add(anchor) _ = content.subscribe(to: SceneEvents.Update.self) { event in //TODO: find tapped entity, so that it could be dragged inside of the DragGesture() } Any help would be appreciated. I also noticed that if I create a TapGesture like that: TapGesture(count: 1) .targetedToAnyEntity() and add it to my view using .gesture() then it is not triggered.
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Aug ’25