Hello,
I'm facing issues when using prefersLargeTitles on iOS26, as you can see in the UI hierarchy, the largeTitle is assigned to a UINavigationBarLargeTitleView but not in the UINavigationBar. On the other hand, iOS18 we only have the navigationBar largeTitle.
Is this an identified issue, how can I fix it? We set the title and set prefersLargeTitles to true, do you know any reason this happens?
Additionally, if I set the navigationBar.isTranslucent to false the extra NavigationBarLargeView in the TableView is non-existent.
Thank you!
iOS26
iOS18
UIKit
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We're trying to implement a backup/restore data feature in our business productivity iPad app using UIDocumentPickerViewController and AppleArchive, but discovered odd behavior of [UIDocumentPickerViewController initForOpeningContentTypes: asCopy:YES] when reading large archive files from a USB drive.
We've duplicated this behavior with iPadOS 16.6.1 and 17.7 when building our app with Xcode 15.4 targeting minimum deployment of iPadOS 16. We haven't tested this with bleeding edge iPadOS 18.
Here's our Objective-C code which presents the picker:
NSArray* contentTypeArray = @[UTTypeAppleArchive];
UIDocumentPickerViewController* docPickerVC = [[UIDocumentPickerViewController alloc] initForOpeningContentTypes:contentTypeArray asCopy:YES];
docPickerVC.delegate = self;
docPickerVC.allowsMultipleSelection = NO;
docPickerVC.shouldShowFileExtensions = YES;
docPickerVC.modalPresentationStyle = UIModalPresentationPopover;
docPickerVC.popoverPresentationController.sourceView = self.view;
[self presentViewController:docPickerVC animated:YES completion:nil];
The UIDocumentPickerViewController remains visible until the selected external archive file has been copied from the USB drive to the app's local tmp sandbox. This may take several seconds due to the slow access speed of the USB drive. During this time the UIDocumentPickerViewController does NOT disable its tableview rows displaying files found on the USB drive. Even the most patient user will tap the desired filename a second (or third or fourth) time since the user's initial tap appears to have been ignored by UIDocumentPickerViewController, which lacks sufficient UI feedback showing it's busy copying the selected file.
When the user taps the file a second time, UIDocumentPickerViewController apparently begins to copy the archive file once again. The end result is a truncated copy of the selected file based on the time between taps. For instance, a 788 MB source archive may be copied as a 56 MB file. Here, the UIDocumentPickerDelegate receives a 56 MB file instead of the original 788 MB of data.
Not surprisingly, AppleArchive fails to decrypt the local copy of the archive because it's missing data. Instead of failing gracefully, AppleArchive crashes in AAArchiveStreamClose() (see forums post 765102 for details).
Does anyone know if there's a workaround for this strange behavior of UIDocumentPickerViewController?
I am observing an unexpected behavior with external keyboard input on iOS.
When I press Command + key (e.g., ⌘ + J) while a UITextView is focused, the system invokes
pressesBegan(_ presses: Set<UIPress>, with event: UIPressesEvent?)
twice:
-> Once with the key press event without any modifier flags.
-> A second time with the same key event but including the Command modifier flag.
This behavior is checked on an iPad with an external keyboard.
Additionally, I noticed that textView(_:shouldChangeTextIn:replacementText:) is not invoked in this case, even if I call super.pressesBegan for event propagation.
Questions:
Is it expected that pressesBegan fires twice for a Command + key combination?
If so, what is the recommended way to distinguish between these two invocations?
Should the UITextView delegate methods (like shouldChangeTextIn) be triggered for such key combinations, or is this by design?
When I set up UIScrollEdgeElementContainerInteraction for a UITableView in iOS 26 like this:
let interaction = UIScrollEdgeElementContainerInteraction()
interaction.scrollView = tableView
interaction.edge = .top
viewHeader.addInteraction(interaction)
the section header remains displayed above the gradient glass effect, but the cells do not exhibit this issue.
Visually, the cells appear beneath the glass layer, while the header appears above the glass layer—even though, in reality, both the header and the cells are positioned below the glass layer in the view hierarchy.
When I set up UIScrollEdgeElementContainerInteraction for a UITableView in iOS 26 like this:
let interaction = UIScrollEdgeElementContainerInteraction()
interaction.scrollView = tableView
interaction.edge = .top
viewHeader.addInteraction(interaction)
the section header remains displayed above the gradient glass effect, but the cells do not exhibit this issue.
Hello!
The minimize behavior was working correctly while I was using Xcode 26 beta 4 with iOS 26 beta 4 simulator — when scrolling down, the Tab Bar would minimize as expected.
However, after upgrading both Xcode and iOS simulator to beta 5, the tabBarMinimizeBehavior setting no longer has any visible effect — the Tab Bar stays fixed in place.
Code snippet:
if #available(iOS 26.0, *) {
self.tabBarMinimizeBehavior = .onScrollDown
}
Steps to reproduce:
1. Create a UITabBarController with at least one tab containing a scrollable view (e.g., UITableView).
2. In viewDidLoad, set tabBarMinimizeBehavior to .onScrollDown.
3. Run on iOS 26 beta 5 simulator.
Expected behavior (beta 4):
Scrolling down hides/minimizes the Tab Bar with animation.
Actual behavior (beta 5):
Tab Bar remains fixed; no minimize animation is triggered.
Environment:
• Xcode 26 beta 5 (Build: 17A5295f)
• iOS 26 beta 5 simulator (Build: 1055) – iPhone 16 Pro
• Also tested on iPhone 13 mini – iOS 26 (Build: 23A5308g)
Hi there. Our designer is designing our app in Figma with the navigation element with compact size navigation bar, and large title. I couldn't find an API to actually configure the nav bar to be compact while keeping the large title enabled. Figma uses the libraries provided by Apple so it's weird I can't find such configuration in iOS26.
I'm adding a screenshot of the options in Figma.
First option is: Large size & large text.
The one our designer is using is compact size & large text.
I'm trying to apply a CIBumpDistortion Core Image filter to a view that contains a UILabel (my storyLabel). The goal is to create a visual bump/magnifying glass effect over the text.
However, despite my attempts, the filter doesn't seem to render at all. The view and the label appear as normal, with no distortion effect. I've tried adjusting the filter parameters and reviewing the view hierarchy, but without success. I also haven't been able to find clear documentation or examples for applying this filter to a UIView's layer.
//
// TVView.swift
// Mistery
//
// Created by Joje on 31/07/25.
//
import CoreImage
import CoreImage.CIFilterBuiltins
import UIKit
import AVFoundation
final class TVView: UIView {
// propriedades animacao texto
private var textAnimationTimer: Timer?
private var fullTextToAnimate: String = ""
private var currentCharIndex: Int = 0
// propriedades video estatica
private var player: AVQueuePlayer?
private var playerLayer: AVPlayerLayer?
private var playerLooper: AVPlayerLooper?
var onNextButtonTap: () -> Void = {}
// MARK: - Subviews
// imagem da TV
private(set) lazy var tvImageView: UIImageView = {
let imageView = UIImageView()
imageView.translatesAutoresizingMaskIntoConstraints = false
imageView.image = UIImage(named: "tvFinal")
imageView.contentMode = .scaleAspectFit
return imageView
}()
// texto que passa dentro da TV
private(set) lazy var storyLabel: UILabel = {
let label = UILabel()
label.translatesAutoresizingMaskIntoConstraints = false
//label.backgroundColor = .gray
label.textColor = .red
label.font = UIFont(name: "MeltedMonster", size: 30)
label.textAlignment = .left
label.numberOfLines = 0
label.text = ""
return label
}()
private(set) lazy var nextButton: UIButton = {
let button = UIButton(type: .system)
button.translatesAutoresizingMaskIntoConstraints = false
//button.backgroundColor = .darkGray
button.addTarget(self, action: #selector(didPressNextButton), for: .touchUpInside)
return button
}()
// MARK: - Lifecycle
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = .black
setupVideoPlayer()
addSubviews()
setupConstraints()
}
override func layoutSubviews() {
super.layoutSubviews()
playerLayer?.frame = tvImageView.frame.insetBy(dx: tvImageView.frame.width * 0.05, dy: tvImageView.frame.height * 0.18)
setupFisheyeEffect()
}
private func setupFisheyeEffect() {
// cria o filtro
guard let filter = CIFilter(name: "CIBumpDistortion") else {return print("erro")}
storyLabel.layer.shouldRasterize = true
storyLabel.layer.rasterizationScale = UIScreen.main.scale
// define os parametros
filter.setDefaults()
// centro do efeito
let center = CIVector(x: storyLabel.bounds.midX, y: storyLabel.bounds.midY)
filter.setValue(center, forKey: kCIInputCenterKey)
// raio de distorção
filter.setValue(storyLabel.bounds.width, forKey: kCIInputRadiusKey)
// intensidade de distorção
filter.setValue(7, forKey: kCIInputScaleKey)
storyLabel.layer.filters = [filter]
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
// MARK: - Button actions
@objc private func didPressNextButton() {
onNextButtonTap()
}
@objc private func animateNextCharacter() {
guard currentCharIndex < fullTextToAnimate.count else {
textAnimationTimer?.invalidate()
return
}
let currentTextIndex = fullTextToAnimate.index(fullTextToAnimate.startIndex, offsetBy: currentCharIndex)
let partialText = String(fullTextToAnimate[...currentTextIndex])
storyLabel.text = partialText
currentCharIndex += 1
}
public func updateStoryText(with text: String) {
textAnimationTimer?.invalidate()
storyLabel.text = ""
fullTextToAnimate = text
currentCharIndex = 0
textAnimationTimer = Timer.scheduledTimer(timeInterval: 0.12, target: self, selector: #selector(animateNextCharacter), userInfo: nil, repeats: true)
}
// MARK: - Setup methods
private func setupVideoPlayer() {
guard let videoURL = Bundle.main.url(forResource: "static-video", withExtension: "mov") else {
print("Erro: Não foi possível encontrar o arquivo de vídeo static-video.mov")
return
}
let playerItem = AVPlayerItem(url: videoURL)
player = AVQueuePlayer(playerItem: playerItem)
// LINHA COM POSSIVEL ERRO
playerLooper = AVPlayerLooper(player: player!, templateItem: playerItem)
playerLayer = AVPlayerLayer(player: player)
playerLayer?.videoGravity = .resizeAspectFill
if let layer = playerLayer {
self.layer.addSublayer(layer)
}
player?.play()
}
private func addSubviews() {
self.addSubview(storyLabel)
self.addSubview(tvImageView)
self.addSubview(nextButton)
}
private func setupConstraints() {
NSLayoutConstraint.activate([
// TV Image
tvImageView.centerXAnchor.constraint(equalTo: centerXAnchor),
tvImageView.centerYAnchor.constraint(equalTo: centerYAnchor),
tvImageView.widthAnchor.constraint(equalTo: widthAnchor),
// TV Text
storyLabel.centerXAnchor.constraint(equalTo: tvImageView.centerXAnchor, constant: -50),
storyLabel.centerYAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25),
storyLabel.widthAnchor.constraint(equalTo: tvImageView.widthAnchor, multiplier: 0.35),
storyLabel.heightAnchor.constraint(equalTo: tvImageView.heightAnchor, multiplier: 0.42),
//TV Button
nextButton.topAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25),
nextButton.centerXAnchor.constraint(equalTo: self.centerXAnchor, constant: 190),
nextButton.widthAnchor.constraint(equalToConstant: 100),
nextButton.heightAnchor.constraint(equalToConstant: 160)
])
}
}
#Preview{
ViewController()
}
I have an app that displays a MapView. While I am in light mode everything is fine. I can scroll around the map and my overlays (made by UIVisualEffectView containing an UIGlassEffect) stay light and look well!
As soon as I change my phone to dark mode, depending on what's underneath the buttons (a light residential area or darker wooded areas) some of my buttons change color. But not all, only where it's supposedly lighter or darker underneath. This makes my whole UI look strange. Some buttons bright, some dark.
Is there a way to lock a "color" or interfaceStyle to the effects-view? In light mode everything is fine, but in dark mode it just looks super strange.
We are using a column style split view controller as root view of our app and in iOS26 the navigation titles of primary and supplementary view controllers are not visible and secondary view controller title is displayed in supplementary column.
Looks the split view hidden all the child view controllers title and shown the secondary view title as global in macCatlayst. The right and left barbutton items are showing properly for individual view controllers.
Facing this weird issue in iOS26 betas. The secondary navigation title also visible only when WindowScene,titlebar.titleVisibility is not hidden.
Kindly suggest the fix for this issue as we can't use the secondary view navigation title for showing supplementary view's data. The issue not arises in old style split views or when the split view embedded in another splitView.
Refer the sample code and attachment here
let splitView = UISplitViewController(style: .tripleColumn)
splitView.preferredDisplayMode = .twoBesideSecondary
splitView.setViewController(SplitViewChildVc(title: "Primary"), for: .primary)
splitView.setViewController(SplitViewChildVc(title: "Supplementary"), for: .supplementary)
splitView.setViewController(SplitViewChildVc(title: "Secondary"), for: .secondary)
class SplitViewChildVc: UIViewController {
let viewTitle: String
init(title: String = "Default") {
self.viewTitle = title
super.init(nibName: nil, bundle: nil)
}
override func viewDidLoad() {
super.viewDidLoad()
self.title = viewTitle
self.navigationItem.title = viewTitle
if #available(iOS 26.0, *) {
navigationItem.subtitle = "Subtitle"
}
let leftbutton = UIBarButtonItem(barButtonSystemItem: .cancel, target: nil, action: nil)
navigationItem.leftBarButtonItem = leftbutton
let rightbutton = UIBarButtonItem(barButtonSystemItem: .add, target: nil, action: nil)
navigationItem.rightBarButtonItem = rightbutton
}
}
What is the recommended way to obtain the concentric corner radius for views within grouped UICollectionView cells?
In the most basic example, a UICollectionView with one section and one cell, we observe the cell takes almost the shape of a capsule, but it is indeed not a capsule.
What is the way to obtain the radius of the grouped area from within the cell or its registration? I would like to layer elements on top that are concentric to the cell's clip shape.
I've tried using custom views with .concentric UICornerConfigurations, setting .cornerConfiguration on the cell and on a custom backgroundView and I've even tried obtaining the .effectiveRadius of the cell after layout (returns 0.0). As of Xcode 26.0 Beta 7, nothing works.
This seems like a huge omission; what am I missing here?
I'm looking for a way to implement Liquid Glass effect in a Text, and I have issues.
If I want to do gradient effect in a Text, no problem, like below.
Text("Liquid Glass")
.font(Font.system(size: 30, weight: .bold))
.multilineTextAlignment(.center)
.foregroundStyle(
LinearGradient(
colors: [.blue, .mint, .green],
startPoint: .leading,
endPoint: .trailing
)
)
But I cannot make sure that I can apply the .glassEffect with .mask or .foregroundStyle. The Glass type and Shape type argument looks like not compatible with the Text shape itself.
Any solution to do this effect on Text ?
Thanks in advance for your answers.
Hello,
I hope you're all doing well! I'm currently working on integrating new iOS 26 features into my app, and so far, the process has been really exciting. However, I've encountered an issue when updating the badge of a UIBarButtonItem, and I’m hoping to get some insights or suggestions.
The app has two UIViewController instances in the navigation stack, each containing a UIBarButtonItem.
On the first controller, the badge is set to 1, and on the second, the badge is set to 2. In the second controller, there is a "Reset" button that sets the badge of the second controller to nil.
However, when I tap the "Reset" button, instead of setting the badge to nil, it sets the value to 1.
I would appreciate any ideas or suggestions on how to solve this problem. Maybe I am using the badge API incorrectly.
Thank you!
class ViewController: UIViewController {
var cartButtonItem: UIBarButtonItem!
override func viewDidLoad() {
super.viewDidLoad()
configureNavigationItem()
}
func configureNavigationItem() {
cartButtonItem = UIBarButtonItem(image: UIImage(resource: .cartNavBar), style: .plain, target: self, action: #selector(showCartTab))
cartButtonItem.tintColor = UIColor.systemBlue
cartButtonItem.badge = .count(1)
navigationItem.rightBarButtonItem = cartButtonItem
}
@objc func showCartTab() {
// Add second view controller in navigation stack
performSegue(withIdentifier: "Cart", sender: nil)
}
}
class CartViewController: UIViewController {
var cartButtonItem: UIBarButtonItem!
override func viewDidLoad() {
super.viewDidLoad()
configureNavigationItem()
}
func configureNavigationItem() {
cartButtonItem = UIBarButtonItem(image: UIImage(resource: .cartNavBar), style: .plain, target: nil, action: nil)
cartButtonItem.tintColor = UIColor.systemBlue
cartButtonItem.badge = .count(2)
navigationItem.rightBarButtonItem = cartButtonItem
}
func updateBadge() {
cartButtonItem.badge = nil
}
@IBAction func resetButtonPressed(_ sender: Any) {
updateBadge()
}
}
I want to be able to disable all liquid glass effects from my Navigation bar, and it's bar buttons. But I still want to be able to have the liquid glass effect on my UITabbar.
Is there a way to disable glass effects from navbar and still retain them all for tabbars using UIKit?
I’m trying to understand the exact role of the return value in the UITextFieldDelegate method textFieldShouldReturn(_:).
From my experiments in Xcode, I observed:
Returning true vs false does not seem to cause any visible difference (e.g., the keyboard does not automatically dismiss either way).
I know that in shouldChangeCharactersIn returning true allows the system to insert the character, and returning false prevents it. That’s clear.
For textFieldShouldReturn, my current understanding is that returning true means “let the OS handle the Return press,” and returning false means “I’ll handle it myself.”
My confusion: what is it that the OS actually does when it “handles” the Return press?
Does UIKit do anything beyond calling this delegate method?
If the system is supposed to dismiss the keyboard when returning true, why doesn’t it happen automatically?
I’d appreciate clarification on the expected use of this return value — specifically, what default behavior the system performs (if any) when we return true.
Thanks!
On testing my app with tvOS 18, I have noticed the Siri Remote back button no longer provides system-provided behavior when interacting with tab bar controller pages. Instead of moving focus back to the tab bar when pressed, the back button will close the app, as if the Home button was pressed. This occurs both on device and in the Simulator.
Create tvOS project with a tab bar controller.
Create pages/tabs which contain focusable items (ie. buttons)
Scroll down to any focusable item (ie. a button or UICollectionView cell)
Hit the Siri Remote back button. See expect behavior below:
Expected behavior: System-provided behavior should move focus back to the tab bar at the top of the screen.
Actual results: App is closed and user is taken back to the Home Screen.
Has anyone else noticed this behavior?
Note: in this post I discuss sceneDidEnterBackground/WillResignActive but I assume any guidance provided would also apply to the now deprecated applicationDidEnterBackground/applicationWillResignActive and SwiftUI's ScenePhase (please call out if that's not the case!).
A common pattern for applications with sensitive user data (banking, health, private journals, etc.) is to obsurce content in the app switcher. Different apps appear to implement this in two common patterns. Either immediately upon becoming inactive (near immediately upon moving to task switcher) or only upon becoming backgrounded (not until you've gone to another app or back to the home screen).
I’d like to make sure we’re aligned with Apple’s intended best practices and am wondering if an anti-pattern of using sceneWillResignActive(_:) may be becoming popularized and has minor user experience inconviences (jarring transitions to the App Switcher/Control Center/Notification Center and when the system presents alerts.)
Our applications current implementation uses sceneDidEnterBackground(_:) to obscure sensitive elements instead of sceneWillResignActive(_:), based on the recomendations from tech note QA1838 and the documentation in sceneDidEnterBackground(_:)
... Shortly after this method [sceneWillEnterBackground] returns, UIKit takes a snapshot of your scene’s interface for display in the app switcher. Make sure your interface doesn’t contain sensitive user information.
Both QA1838 and the sceneDidEnterBackground documentation seem to indicate backgrounding is the appropriate event to respond to for this pattern but I am wondering if "to display in the app switcher" may be causing confusion since your app can also display in the app switcher upon becoming inactive and if some guidance could be added to sceneWillResignActive that it is not nesscary to obsure content during this state (if that is true).
In our testing, apps seems to continue to play any in-progress animations when entering the app switcher from the application (inactive state), suggesting no snapshot capture. We also discovered that it appears sceneWillResignActive not always be called (it usually is) but occasionally you can swipe into the app switcher without it being called but that sceneDidEnterBackground is triggered more consistently.
It appears the Wallet app behaves as I'd expect with sceneDidEnterBackground on card details screens as well (ejecting you to the card preview if you switch apps) but will keep you on the card details screen upon becoming inactive.
Questions:
Is sceneDidEnterBackground(_:) still Apple’s recommended place to obscure sensitive content, or should apps handle this earlier (e.g. on inactive)?
Would it actually be recommended against using sceneWillResignActive active given it seems to not be gauranteed to be called?
Ask:
Provide an updated version of QA1838 to solidfy the extrapolation of applicationDidEnterBackground -> sceneDidEnterBackground
Consider adding explicit guidance to sceneWillResignActive documentation
This is probably abusing the system more than it should be but maybe it is somehow possible. I have:
An objective-C based storyboard iPad OS app. I'm beginning to adopt SwiftUI.
I have a hosting controller with a content view that has a lazygrid of cards, which have an NSManagedObject for data. On tapping a card, a detail view opens, if in multi-tasking, a new window, if not, pushing the navigation controller (this detail view still exists in UIKit/ObjC, and is handled by sending a notification with the ObjectID, which then triggers a storyboard segue to the detail.)
I have zoom transitions on all my things. They work great in Obj.C, especially now with the bar button source.
On my iPhone target, I still have an old tableview, and I'm able to zoom properly - if someone changes the detail view's managed object (through a history menu), the zoom context looks up where the tableview is, and scrolls to it while popping.
I'd like to somehow do this on the lazygrid - first) to just have an individual card be the zoom source, it should be able to know what the source view is to say in the prepareForSegue method just to zoom at all. and second) if the detail has changed the current ObjectID (which gets passed around as a notification), to somehow scroll the lazygrid to the right object before popping.
I've looked at https://developer.apple.com/tutorials/SwiftUI/interfacing-with-uikit but this seems like swiftUI is the host. I have it the other way around, uikit hosting swiftUI pushing uikit.
TIA for any pointers
The following is verbatim of a feedback report (FB19809442) I submitted, shared here as someone else might be interested to see it (I hate the fact that we can't see each other's feedbacks).
On iOS 16, TextKit 2 calls NSTextLayoutFragment's draw(at:in:) method once for the first paragraph, but for every other paragraph, it calls it continuously on every scroll step in the UITextView. (The first paragraph is not cached; its draw is called again when it is about to be displayed again, but then it is again called only once per its lifecycle.)
On iOS 17, the behavior is similar; the draw method gets called once for the 1st and 2nd paragraph, and for every other paragraph it again gets called continuously as a user scrolls a UITextView.
On iOS 18 (and iOS 26 beta 4), TextKit 2 calls the layout fragment's draw(at:in:) on every scroll step in the UITextView, for all paragraphs. This results in terrible performance.
TextKit 2 is promised to bring many performance benefits by utilizing the viewport - a new concept that represents the visible area of a text view, along with a small overscroll. However, having the draw method being constantly called almost negates all the performance benefits that viewport brings. Imagine what could happen if someone needs to add just a bit of logic to that draw method. FPS drops significantly and UX is terribly degraded.
I tried optimizing this by only rendering those text line fragments which are in the viewport, by using NSTextViewportLayoutController.viewportBounds and converting NSTextLineFragment.typographicBounds to the viewport-relative coordinate space (i.e. the coordinate space of the UITextView itself). However, this patch only works on iOS 18 where the draw method is called too many times, as the viewport changes. (I may have some other problems in my implementation, but I gave up on improving those, as this can't work reliably on all OS versions since the underlying framework isn't calling the method consistently.)
Is this expected? What are our options for improving performance in these areas?
In iOS 26, with the introduction of the new prominent style buttons like system done, how to apply the tint color for these buttons in globally at app level.
We are only able to set for individual buttons using barButtonItem.tintColor and need a way to apply globally.
We’ve tried:
UIBarButtonItem.appearance().tintColor
UIBarButtonItem.appearance(whenContainedInInstancesOf: [UINavigationController.self]).tintColor
but nothing worked.
sample code:
let doneButton = UIBarButtonItem(barButtonSystemItem: .done, target: nil, action: nil)
doneButton.tintColor = .systemPink
Is there a new recommended way to globally style UIBarButtonItem with the prominent style in iOS 26?