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AreaMark Always alignsMarkStylesWithPlotArea for linear gradients
I'm trying to make a Swift Chart where 24 AreaMarks an hour apart on X axis over a day display a vertical gradient. The gradient is vertical and is essentially [Color.opacity(0.1),Colour,Color.opacity(0.1] The idea here is where the upper and lower points of each AreaMark are the same or close to each other in the Y axis, the chart essentially displays a line, where they are far apart you get a nice fading vertical gradient. However, it seems that the .alignsMarkStylesWithPlotArea modifier is always set for AreaMarks even if manually applying it false. Investigating further, I've learnt that with AreaMarks in a series, Swift Charts seems to only listen to the first foreground style set in. I've created some sample code to demonstrate this. struct DemoChartView: View { var body: some View { Chart { AreaMark(x: .value("Time", Date().addingTimeInterval(0)), yStart: .value("1", 40), yEnd: .value("2", 60)) .foregroundStyle(LinearGradient(colors: [.pink, .teal], startPoint: .top, endPoint: .bottom)) .alignsMarkStylesWithPlotArea(false) AreaMark(x: .value("Time", Date().addingTimeInterval(3600)), yStart: .value("1", 44), yEnd: .value("2", 58)) .foregroundStyle(LinearGradient(colors: [.orange, .yellow], startPoint: .top, endPoint: .bottom)) .alignsMarkStylesWithPlotArea(false) AreaMark(x: .value("Time", Date().addingTimeInterval(03600*2)), yStart: .value("1", 50), yEnd: .value("2", 90)) .foregroundStyle(LinearGradient(colors: [.green, .blue], startPoint: .top, endPoint: .bottom)) .alignsMarkStylesWithPlotArea(false) } } } Which produces this: So here, all the different .foregroundStyle LinearGradients are being ignored AND the .alignsMarkStylesWithPlotArea(false) is also ignored - the amount of pink on the first mark is different to the second and third 🤷‍♂️ Has anyone encountered this. Are AreaMarks the correct choice or are they just not setup to create this type of data display. Thanks
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751
Jun ’25
Fullscreen API web standard is unacceptably missing on iPhone
It is outrageous that Apple continue to fail to implement the Fullscreen API web standard for web apps on iPhone only, which is so important to accessibility and web app functionality. The only possible reason for this block is commercial: to promote iOS apps instead of browser based web apps. To quote a client from a major agency just now - a typical enquiry : We value accessibility greatly, and we noticed that the embedded player is missing a full screen button on iPhone. Everything else works perfectly fine, including a full screen button that appears on the mobile webpage on android devices. Is there any way we can include a button to enable full screen view for our viewers in your player that are going to watch it on iOS devices? To which, as usual, we have to reply: Apple unfortunately block fullscreen mode from being used with all web applications on iPhone. Apple will allow this to be displayed fullscreen on MacBooks and iPads, but currently not on on iPhone - so we have to hide the fullscreen button there. So fullscreen works on all devices and browsers apart from on iPhone. As you've seen with Android, all other devices and browsers follow the universal 'Fullscreen API' web standard to allow full screen. You're probably familiar with seeing the fullscreen button on normal linear videos on iPhone. These use Apple's native video player, which doesn't let buttons and scripts be used on top of it - just a single video, not an interactive web application. Our player looks like a video player but it is actually a web app combining multiple different video clips connected together by code and styling. They block it on iPhones for reasons known only to them, but the assumption is that it is to incentivise people to make iOS apps instead of web apps. The web development community is hopeful that Apple will change this unfortunate restriction soon, but we have been waiting a long time in vain. We have to send this to a lot of people. It's a very bad look for Apple. In less than a month it will be 2025. We have been waiting years for this. The web standard documentation showing universal support on other devices and browsers is here: https://developer.mozilla.org/en-US/docs/Web/API/Fullscreen_API This is not acceptable. It is time for Apple to stop blocking this important accessibility web standard for commercial reasons - only on iPhone. To whoever is in charge of these decisions in the Safari/Webkit team: Please just enable Fullscreen API for web apps on iPhone as soon as possible.
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1k
Dec ’24
Guideline 4.3(a) - Design - Spam - automatic rejection
I previously written here, and some advices were to appeal to rejection sending them message describing uniqueness of the app. Nothing is working. In short, i have a vpn app (of course by design shares some concept with other apps that are in the app store). But since the rejection i have completely changed the ui, added built in browser, p2p messenger so users could interact with each other without any interference. The app is completely free with no ads. I thought this is it, there's no way it would reject this time, but... i get a notification with rejection repeating the same old message. I'm extremely frustrated and don't know what to do. Tried changing the logo of the app, the name to "Incognito - Messenger, VPN", app store screenshots. I've already appealed with screenshots describing unique features that other vpn apps don't have, but the message just repeats from app review team. Submission ID: 1a49ee0b-c4e2-4a36-8372-e4d3b9a8b13f Does anybody have an advice what i can do?
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2.0k
Jan ’25
Open UIViewController when QR Code is scanned
Hi developers, I have a question if it is possible to open in my application not main window but a specific ViewController, when application is installed but not running. When the application is running in background and I scan QR code, then specific ViewController is opened over SceneDelegate and method 'userActivity'. But this does not work when the application is only installed, but not running. The Appstore link is here: https://apps.apple.com/us/app/don%C3%A1tor/id6473955033
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881
Feb ’25
Apple keeps preventing us for updating our app
It has been over a month since we first attempted to update our app. The issue we wanted to resolve is a bug that prevents in-app purchases from functioning properly. Fixing this bug was crucial—not only for our users but also for us as a company. However, what seemed like a simple fix has turned into an absolute nightmare. Despite our app successfully undergoing 20+ updates in the past, we now face a consistent rejection under guideline 4.3(a) - Design - Spam. Every single submission has been met with the same response. We’ve made significant changes to the app, introduced numerous features, and thoroughly reviewed every aspect, yet the rejections persist. Desperate for clarity, we scheduled a call with an Apple representative. During the call, we were told that the issue was related to our app’s screenshots. We accepted their feedback, updated the screenshots, and resubmitted the app—only to be rejected again. Since then, we’ve submitted the app three additional times, each with new sets of screenshots. Yet, the outcome has remained unchanged. Every review has been completed within about 20 minutes, with the same generic response: "Hello, The issues we previously identified still need your attention. If you have any questions, we are here to help. Reply to this message in App Store Connect and let us know." We’ve now updated the screenshots three times, but nothing has changed. Is the issue truly related to the screenshots? Or is there something else at play? We’ve already spent over 30 days trying to resolve this. Should we continue uploading a 4th, 5th, or even 6th set of screenshots, only to receive the same rejection? The lack of clarity is incredibly disheartening. I’ve pleaded with Apple to provide specific, actionable feedback so we can address the problem effectively, but the responses are always the same—copy-pasted and vague. I’m feeling completely devastated and frustrated. At this point, I’m even considering giving up on my job entirely. If anyone has advice or insights, please help. I don’t know what to do anymore.
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390
Jan ’25
Guideline 4.3(a) - Design - Spam
Dear App Review team, My app Goodie AI (Apple ID 6741483227) has been flagged as violating Guideline 4.3(a) - Design - Spam. I thought I would reach out to the team to explain that Goodie AI is an entirely original concept, and would seek guidance on if we misunderstood what specifically the problem with the submission is. DESCRIPTION Please suggest next steps? We've already appealed, and have resubmitted the app. Thanks! SCREENSHOTS ATTACHED
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607
Mar ’25
iPad/iPhone - Display best practices….
So…I am hitting a wall here and could use some guidance towards best practice. I’ve developed an app in Xcode/SwiftUI that renders just fine on the iPhone - text, images, buttons, frames…everything is nicely centered on the screen or scrolls where and when I want. The iPad though…not so much. I’m having issues with tops and bottoms being cut off in scrollviews. These are just straight up text screens too - the ones with other elements/controls…they’re rendering fine. I’ve tried a mix of geometry, vstack, scrollview, padding, spacers…the lot of it. Nothing I seem to do works - the views do not want to fill and fit properly. And, of course, the issue becomes worse the moment you flip the iPad into landscape view. Or use the 13” models. I’d imagine others are battling these issues as well and found solutions, so I decided to hit up the brain trust.
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143
Apr ’25
Scrollview and a background image set to scaledToFill....
I've been beating my head against the wall over a scrollview issue where the top and bottom are cut off in landscape mode. Portrait mode - everything runs swimmingly. The moment I flip the iPad on its side, though, I lose about a quarter of the view on the top and bottom. I thought this was something to do with framing or such; I ran through a myriad of frame, padding, spacer, geometry...I set it static, I set it to dynamically grow, I even created algorithms to try to figure out how to set things to the individual device. Eventually, I separated the tablet and phone views as was suggested here and on the Apple dev forums. That's when I started playing around with the background image. Right now I have.... ZStack { Image("background") .resizable() .scaledToFill() .ignoresSafeArea() ScrollView { VStack(spacing: 24) {.... The problem is the "scaledToFill". In essence, whenever THAT is in the code, the vertical scrollview goes wonky in landscape mode. It, in essence, thinks that it has much more room at the top and the bottom because the background image has been extended at top and bottom to fill the wider screen of the iPad in landscape orientation. Is there any way to get around this issue? The desired behavior is pretty straightforward - the background image fills the entire background, no white bars or such, and the view scrolls against it.
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135
Apr ’25
How to achieve a pure backdrop blur effect without predefined tint color in SwiftUI / UIKit?
Hi everyone, I’m currently trying to create a pure backdrop blur effect in my iOS app (SwiftUI / UIKit), similar to the backdrop-filter: blur(20px) effect in CSS. My goal is simple: • Apply a Gaussian blur (radius ~20px) to the background content • Overlay a semi-transparent black layer (opacity 0.3) • Avoid any predefined color tint from UIBlurEffect or .ultraThinMaterial, etc. However, every method I’ve tried so far (e.g., .ultraThinMaterial, UIBlurEffect(style:)) always introduces a built-in tint, which makes the result look gray or washed out. Even when layering a black color with opacity 0.3 over .ultraThinMaterial, it doesn’t give the clean, transparent-black + blur look I want. What I’m looking for: • A clean 20px blur effect (like CIGaussianBlur) • No color shift/tint added by default • A layer of black at 30% opacity on top of the blur • Ideally works live (not a static snapshot blur) Has anyone achieved something like this in UIKit or SwiftUI? Would really appreciate any insights, workarounds, or libraries that can help. Thanks in advance! Ben
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152
Jun ’25
Window Control Placement Notification in iPadOS 26
I’m seeing that in the windowed-apps multitasking mode, the new window controls (the three “traffic-light” icons) can overlap the top-left corner of my app’s main view. Detection: How can I programmatically determine whether these window controls will be displayed? Geometry: If they are displayed, how can I find out their exact position and size? I’d like to adjust my layout at runtime to ensure no content is hidden beneath those controls. For reference, my main view does not include a status bar or navigation bar at the top.
Topic: UI Frameworks SubTopic: UIKit Tags:
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188
Jun ’25
iOS 26 UITabBar size issue
On iOS 26 not able to control size of UITabBar. Sharing code below. Colour is applying correctly but somehow _UITabBarPlatterView which turns out as TabBar is not extending; leaving spaces on left, right & bottom sides. class CustomTabBar: UITabBar { override init(frame: CGRect) { super.init(frame: frame) backgroundColor = .red let firstItem = UITabBarItem(title: "Home", image: UIImage(systemName: "house"), tag: 0) let secondItem = UITabBarItem(title: "Search", image: UIImage(systemName: "magnifyingglass"), tag: 1) let thirdItem = UITabBarItem(title: "Profile", image: UIImage(systemName: "person.circle"), tag: 2) items = [firstItem, secondItem, thirdItem] selectedItem = firstItem } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } } class ViewController: UIViewController { let tabBar: CustomTabBar = { let tb = CustomTabBar() tb.translatesAutoresizingMaskIntoConstraints = false return tb }() override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .systemBackground view.addSubview(tabBar) NSLayoutConstraint.activate([ tabBar.leadingAnchor.constraint(equalTo: view.leadingAnchor, constant: 25), tabBar.trailingAnchor.constraint(equalTo: view.trailingAnchor, constant: -25), tabBar.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor) ]) } } when specifying height in CustomTabBar explicitly... func alignInternalSubViews() { subviews.forEach { subView in subView.translatesAutoresizingMaskIntoConstraints = false NSLayoutConstraint.activate([ subView.topAnchor.constraint(equalTo: topAnchor), subView.leadingAnchor.constraint(equalTo: leadingAnchor), subView.trailingAnchor.constraint(equalTo: trailingAnchor), subView.bottomAnchor.constraint(equalTo: bottomAnchor), subView.heightAnchor.constraint(equalToConstant: 62) ]) } } What should I need to do in order to get this capsule _UITabBarPlatterView and its subviews resize accordingly?
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448
Aug ’25
SwiftUI Table Header Background not appearing in iPadOS 26
Hi, it seems like using Table on iPadOS 26 results in the table header not applying a background. When comparing the same code on iPadOS 18, the table header applies a blur behind the header to ensure legibility when the user scrolls the content. Is there a way to ensure Table applies a background effect to the header so that content remains legible during scrolling? Here is a minimal example: struct TablePreviewContent: Identifiable { var id: Int { text.hashValue } var text: String } #Preview { let content = [TablePreviewContent(text: "Hello"), TablePreviewContent(text: "World")] Table(content) { TableColumn("Title", value: \.text) } } I've attached screenshots of the behavior on iPadOS 26 compared to iPadOS 18 to illustrate the issue.
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128
Sep ’25
Liquid Glass material behaviour question
I have two views I've applied Liquid Glass to in Swift UI. I've noticed that depending on the height of the view the material changes and I'm not sure why. See the attached screenshot. Both views add the liquidGlass style in the same way but behave very differently on the same background. Ideally I'd like them to look the same as the bottom one. Is that the same as the clear style?
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329
Sep ’25
Why isn't Liquid Glass effect applied when using pyobjc?
I can compile this #import <Cocoa/Cocoa.h> @interface AppDelegate : NSObject <NSApplicationDelegate> @property (strong) NSWindow *window; @property (strong) NSSlider *slider; @end @implementation AppDelegate - (void)applicationDidFinishLaunching:(NSNotification *)notification { // Window size NSRect frame = NSMakeRect(0, 0, 400, 300); NSUInteger style = NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable; self.window = [[NSWindow alloc] initWithContentRect:frame styleMask:style backing:NSBackingStoreBuffered defer:NO]; [self.window setTitle:@"Centered Slider Example"]; [self.window makeKeyAndOrderFront:nil]; // Slider size CGFloat sliderWidth = 200; CGFloat sliderHeight = 32; CGFloat windowWidth = self.window.frame.size.width; CGFloat windowHeight = self.window.frame.size.height; CGFloat sliderX = (windowWidth - sliderWidth) / 2; CGFloat sliderY = (windowHeight - sliderHeight) / 2; self.slider = [[NSSlider alloc] initWithFrame:NSMakeRect(sliderX, sliderY, sliderWidth, sliderHeight)]; [self.slider setMinValue:0]; [self.slider setMaxValue:100]; [self.slider setDoubleValue:50]; [self.window.contentView addSubview:self.slider]; } @end int main(int argc, const char * argv[]) { @autoreleasepool { NSApplication *app = [NSApplication sharedApplication]; AppDelegate *delegate = [[AppDelegate alloc] init]; [app setDelegate:delegate]; [app run]; } return 0; } with (base) johnzhou@Johns-MacBook-Pro liquidglasstest % clang -framework Foundation -framework AppKit testobjc.m and get this neat liquid glass effect: https://github.com/user-attachments/assets/4199493b-6011-4ad0-9c9f-25db8585e547 However if I use pyobjc to make an equivalent import sys from Cocoa import ( NSApplication, NSApp, NSWindow, NSSlider, NSMakeRect, NSWindowStyleMaskTitled, NSWindowStyleMaskClosable, NSWindowStyleMaskResizable, NSBackingStoreBuffered, NSObject ) class AppDelegate(NSObject): def applicationDidFinishLaunching_(self, notification): # Create the main window window_size = NSMakeRect(0, 0, 400, 300) style = NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable self.window = NSWindow.alloc().initWithContentRect_styleMask_backing_defer_( window_size, style, NSBackingStoreBuffered, False ) self.window.setTitle_("Centered Slider Example") self.window.makeKeyAndOrderFront_(None) # Slider size and positioning slider_width = 200 slider_height = 32 window_width = self.window.frame().size.width window_height = self.window.frame().size.height slider_x = (window_width - slider_width) / 2 slider_y = (window_height - slider_height) / 2 self.slider = NSSlider.alloc().initWithFrame_(NSMakeRect(slider_x, slider_y, slider_width, slider_height)) self.slider.setMinValue_(0) self.slider.setMaxValue_(100) self.slider.setDoubleValue_(50) self.window.contentView().addSubview_(self.slider) if __name__ == "__main__": app = NSApplication.sharedApplication() delegate = AppDelegate.alloc().init() app.setDelegate_(delegate) app.run() I get a result shown at https://github.com/user-attachments/assets/7da022bc-122b-491d-9e08-030dcb9337c3 which does not have the new liquid glass effect. Why is this? Is this perhaps related to the requirement that you must compile on latest Xcode as indicated in the docs? Why, is the compiler doing some magic?
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268
Sep ’25
Fous, FocusState and Architecture
I am currently struggling with resolving what appear to be competing design issues, and (while I may be just demonstrating my own ignorance) I would like to share my thoughts in the hope that you may have useful insights. For purposes of discussion, consider a large and complex data entry screen with multiple sections for input. For all of the usual reasons (such as reuse, performance management, etc) each of these sections is implemented as its own, separately-compiled View. The screen is, then, composed of a sequence of reusable components. However, each of these components has internal structure and may contain multiple focusable elements (and internal use of .onKeyPress(.tab) {...} to navigate internally). And the logic of each component is such that it has an internal @FocusState variable defined with its own unique type. So, obviously what I want is on the one hand, to provide a tab-based navigation scheme for the screen as a whole, where focus moves smoothly from one component's internals to the next component, and on the other hand ,to build components that don't know anything about each other and have no cross-component dependencies, so that they can be freely reused in different situations. And that's where I'm stuck. Since focus state variables for different components can have different types, a single over-arching FocusState passed (as a binding) to each component doesn't seem possible or workable. But I don't know how else to approach this issue. (Note: in UIKit, I've done things like this by direct manipulation of the Responder Chain, but I don't see how to apply this type of thinking to SwiftUI.) Thoughts?
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154
Oct ’25