I am trying to give bottom padding to tabbar i.e ** tabBarFrame.origin.y = view.frame.height - tabBarHeight - 30** but it is not moving up from bottom, it gets sticked to bottom = 0 and the tabbar content moving up taher than tabbar itself..
Code snippet is -
`i override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
let tabBarHeight: CGFloat = 70 // Custom height for the capsule tab bar
var tabBarFrame = tabBar.frame
tabBarFrame.size.height = tabBarHeight
tabBarFrame.size.width = view.frame.width - 40
tabBarFrame.origin.y = view.frame.height - tabBarHeight - 30
tabBarFrame.origin.x = 20
tabBar.frame = tabBarFrame
tabBar.layer.cornerRadius = tabBarHeight / 2
tabBar.clipsToBounds = true
view.bringSubviewToFront(tabBar)
}`
Can anyone please help to resolve the issue for iOS 18, it is coming in iOS 18 rest previous versions are fine with the code.
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I have an app for musicians that works with Songs and Setlists. The logical structure is as follows:
A Setlist contains Songs.
A Song has Sections, which include Lines (chords & lyrics).
I want to view my Setlist in a "Page View," similar to a book where I can swipe through pages. In this view, the Song Sections are wrapped into columns to save screen space. I use a ColumnsLayout to calculate and render the columns, and then a SplitToPages modifier to divide these columns into pages.
Problem: The TabView sometimes behaves unexpectedly when a song spans multiple pages during rendering. This results in a transition that is either not smooth or stops between songs.
Is there a better way to implement this behavior? Any advice would be greatly appreciated.
struct TestPageView: View {
struct SongWithSections: Identifiable {
var id = UUID()
var title: String
var section: [String]
}
var songSetlistSample: [SongWithSections] {
var songs: [SongWithSections] = []
//songs
for i in 0...3 {
var sections: [String] = []
for _ in 0...20 {
sections.append(randomSection() + "\n\n")
}
songs.append(SongWithSections(title: "Song \(i)", section: sections))
}
return songs
}
func randomSection() -> String {
var randomSection = ""
for _ in 0...15 {
randomSection.append(String((0..<Int.random(in: 3..<10)).map{ _ in "abcdefghijklmnopqrstuvwxyz".randomElement()! }) + " ")
}
return randomSection
}
var body: some View {
GeometryReader {geo in
TabView {
ForEach(songSetlistSample, id:\.id) {song in
let columnWidth = geo.size.width / 2
//song
ColumnsLayout(columns: 2, columnWidth: columnWidth, height: geo.size.height) {
Text(song.title)
.font(.largeTitle)
ForEach(song.section, id:\.self) {section in
Text(section)
}
}
.modifier(SplitToPages(pageWidth: geo.size.width, id: song.id))
}
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .never))
}
}
}
public struct ColumnsLayout: Layout {
var columns: Int
let columnWidth: CGFloat
let height: CGFloat
let spacing: CGFloat = 10
public static var layoutProperties: LayoutProperties {
var properties = LayoutProperties()
properties.stackOrientation = .vertical
return properties
}
struct Column {
var elements: [(index: Int, size: CGSize, yOffset: CGFloat)] = []
var xOffset: CGFloat = .zero
var height: CGFloat = .zero
}
public func sizeThatFits(proposal: ProposedViewSize, subviews: Subviews, cache: inout Cache) -> CGSize {
let columns = arrangeColumns(proposal: proposal, subviews: subviews, cache: &cache)
guard let maxHeight = columns.map({ $0.height}).max() else {return CGSize.zero}
let width = Double(columns.count) * self.columnWidth
return CGSize(width: width, height: maxHeight)
}
public func placeSubviews(in bounds: CGRect,
proposal: ProposedViewSize,
subviews: Subviews,
cache: inout Cache) {
let columns = arrangeColumns(proposal: proposal, subviews: subviews, cache: &cache)
for column in columns {
for element in column.elements {
let x: CGFloat = column.xOffset
let y: CGFloat = element.yOffset
let point = CGPoint(x: x + bounds.minX, y: y + bounds.minY)
let proposal = ProposedViewSize(width: self.columnWidth, height: proposal.height ?? 100)
subviews[element.index].place(at: point, anchor: .topLeading, proposal: proposal)
}
}
}
private func arrangeColumns(proposal: ProposedViewSize, subviews: Subviews, cache: inout Cache) -> [Column] {
var currentColumn = Column()
var columns = [Column]()
var colNumber = 0
var currentY = 0.0
for index in subviews.indices {
let proposal = ProposedViewSize(width: self.columnWidth, height: proposal.height ?? 100)
let size = subviews[index].sizeThatFits(proposal)
let spacing = size.height > 0 ? spacing : 0
if currentY + size.height > height {
currentColumn.height = currentY
columns.append(currentColumn)
colNumber += 1
currentColumn = Column()
currentColumn.xOffset = Double(colNumber) * (self.columnWidth)
currentY = 0.0
}
currentColumn.elements.append((index, size, currentY))
currentY += size.height + spacing
}
currentColumn.height = currentY
columns.append(currentColumn)
return columns
}
}
struct SplitToPages: ViewModifier {
let pageWidth: CGFloat
let id: UUID
@State private var pages = 1
func body(content: Content) -> some View {
let contentWithGeometry = content
.background(
GeometryReader { geometryProxy in
Color.clear
.onChange(of: geometryProxy.size) {newSize in
guard newSize.width > 0, pageWidth > 0 else {return}
pages = Int(ceil(newSize.width / pageWidth))
}
.onAppear {
guard geometryProxy.size.width > 0, pageWidth > 0 else {return}
pages = Int(ceil(geometryProxy.size.width / pageWidth))
}
})
Group {
ForEach(0..<pages, id:\.self) {p in
ZStack(alignment: .topLeading) {
contentWithGeometry
.offset(x: -Double(p) * pageWidth, y: 0)
.frame(width: pageWidth, alignment: .leading)
VStack {
Spacer()
HStack {
Spacer()
Text("\(p + 1) of \(pages)")
.padding([.leading, .trailing])
}
}
}
.id(id.description + p.description)
}
}
}
}
URL:https://idmsa.apple.com/appleauth/auth/signin
Header: {
Accept=application/json, text/javascript, /; q=0.01,
X-Requested-With=XMLHttpRequest,
origin=https://idmsa.apple.com,
Connection=keep-alive,
Referer=https://idmsa.apple.com/,
User-Agent=Mozilla/5.0 (Windows NT 6.1; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/71.0.3578.98 Safari/537.36,
Host=idmsa.apple.com,
Accept-Encoding=gzip, deflate, br,
X-Apple-Widget-Key=e0b80c3bf78523bfe80974d320935bfa30add02e1bff88ec2166c6bd5a706c42,
pragma=no-cache,
X-Apple-Domain-Id=3,
Accept-Language=zh-CN,zh;q=0.9,
Content-Type=application/json
}
Response:503 Service Temporarily Unavailable
麻烦请尽快解决这个问题,这影响了我们的自动化构建流程!
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect API
Tags:
Design
App Store Connect
My apple app rejected on 9 of July 2025 but I didn't recieve any confirmation on mail can you please provide any written confirmation why my mail is not approved with all possibe conditions.
App design: macos, Xcode 16.4, Sequioa 15.5, it is sandboxed
Uses: Pods->HotKey for a global hotkey which xcode says "binary compatibility can't be guaranteed"
This app is on the Apple Store and supposedly apps on the Apple Store can't use global hotkeys. Someone internally, installed it from the store and the global hotkey works just fine.
I'm concerned for two potential problems;
I need to find a hotkey library or code that is known to work with a sandbox'd Apple Store app.
Why is it working now when everything I have read says it shouldn't.
I am trying to create a menu picker for two or three text items. Small miracles, but I have it basically working. Problem is it uses a set, and I want to pass arrays. I need to modify PickerView so the Bound Parameter is an [String] instead of Set. Have been fighting this for a while now... Hoping for insights.
struct PickerView: View {
@Binding var colorChoices: Set<String>
let defaults = UserDefaults.standard
var body: some View {
let possibleColors = defaults.object(forKey: "ColorChoices") as? [String] ?? [String]()
Menu {
ForEach(possibleColors, id: \.self) { item in
Button(action: {
if colorChoices.contains(item) {
colorChoices.remove(item)
} else {
colorChoices.insert(item)
}
}) {
HStack {
Text(item)
Spacer()
if colorChoices.contains(item) {
Image(systemName: "checkmark")
}
}
}
}
} label: {
Label("Select Items", systemImage: "ellipsis.circle")
}
Text("Selected Colors: \(colorChoices, format: .list(type: .and))")
}
}
#Preview("empty") {
@Previewable @State var colorChoices: Set<String> = []
PickerView(colorChoices: $colorChoices)
}
#Preview("Prefilled") {
@Previewable @State var colorChoices: Set<String> = ["Red","Blue"]
PickerView(colorChoices: $colorChoices)
}
My Content View is suppose to set default values the first time it runs, if no values already exist...
import SwiftUI
struct ContentView: View {
@State private var viewDidLoad: Bool = false
var body: some View {
HomeView()
.onAppear { // The following code should execute once the first time contentview loads. If a user navigates back to it, it should not execute a second time.
if viewDidLoad == false {
viewDidLoad = true
// load user defaults
let defaults = UserDefaults.standard
// set the default list of school colors, unless the user has already updated it prior
let defaultColorChoices: [String] = ["Black","Gold","Blue","Red","Green","White"]
let colorChoices = defaults.object(forKey: "ColorChoices") as? [String] ?? defaultColorChoices
defaults.set(colorChoices, forKey: "ColorChoices")
}
}
}
}
#Preview {
ContentView()
}
PickLoader allows you to dynamically add or delete choices from the list...
import SwiftUI
struct PickLoader: View {
@State private var newColor: String = ""
var body: some View {
Form {
Section("Active Color Choices") {
// we should have set a default color list in contentview, so empty string should not be possible.
let defaults = UserDefaults.standard
let colorChoices = defaults.object(forKey: "ColorChoices") as? [String] ?? [String]()
List {
ForEach(colorChoices, id: \.self) { color in
Text(color)
}
.onDelete(perform: delete)
HStack {
TextField("Add a color", text: $newColor)
Button("Add"){
defaults.set(colorChoices + [newColor], forKey: "ColorChoices")
newColor = ""
}
}
}
}
}
.navigationTitle("Load Picker")
Button("Reset Default Choices") {
let defaults = UserDefaults.standard
//UserDefaults.standard.removeObject(forKey: "ColorChoices")
let colorChoices: [String] = ["Black","Gold","Blue","Red","Green","White"]
defaults.set(colorChoices, forKey: "ColorChoices")
}
Button("Clear all choices") {
let defaults = UserDefaults.standard
defaults.removeObject(forKey: "ColorChoices")
}
}
}
func delete(at offsets: IndexSet) {
let defaults = UserDefaults.standard
var colorChoices = defaults.object(forKey: "ColorChoices") as? [String] ?? [String]()
colorChoices.remove(atOffsets: offsets)
defaults.set(colorChoices, forKey: "ColorChoices")
}
#Preview {
PickLoader()
}
And finally HomeView is where I am testing from - to see if binding works properly...
import SwiftUI
struct HomeView: View {
//@State private var selection: Set<String> = []
//@State private var selection: Set<String> = ["Blue"]
@State private var selection: Set<String> = ["Blue", "Red"]
var body: some View {
NavigationStack {
List {
Section("Edit Picker") {
NavigationLink("Load Picker") {
PickLoader()
}
}
Section("Test Picker") {
PickerView(colorChoices: $selection)
}
Section("Current Results") {
Text("Current Selection: \(selection, format: .list(type: .and))")
}
}
.navigationBarTitle("Hello, World!")
}
}
}
#Preview {
HomeView()
}
If anyone uses this code, there are still issues - buttons on Loader don't update the list on the screen for one, and also dealing with deleting choices that are in use - how does picker deal with them? Probably simply add to the list automatically and move on. If anyone has insights on any of this also, great! but first I just need to understand how to accept an array instead of a set in pickerView.
I have tried using a computed value with a get and set, but I can't seem to get it right.
Thanks for any assistance! Cheers!
I used standard font styles in an iOS app. For example .font(.headline). I hoped that developing this way would allow the adoption of the app to other platforms, relatively easy.
However, when trying to run for iPadOS, the text did not increase in size to occupy the more abundant space offered by larger screen, but it actually shrank. Overall, the app does not look great "automatically".
Why does it happen?
What is the best practice for cross platform development with SwiftUI (with regards to font sizes). I want to make as little as possible human interface design decisions on my own and just let SwiftUI take care of everything. (But I also want the results to look as Apple would consider great looking)
iOS 26 Beta 3 finally introduced an API for the clear variant of Liquid Glass. But is there any way to switch system controls like the NavigationController back button or UIBarButtonItems to clear? They do not accept an effect like UIEffectView, and they do not have a configuration property like UIButton.
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.
Pinned 2 homes address for the same contact
Steps
Initial check in Apple Maps
No saved places or pinned addresses appear.
Open Personal Contacts
You have two addresses stored in your contact card: Main and Home.
Pin & Edit “Main”
You pinned the Main address in Maps.
Refined the location on the map.
Renamed it (but still saved under the type “My Home”).
Open “Home” Address in Contacts
Refined the location again.
Changed the type to “My Home.”
Attempted to rename, but no option to change the label.
Final Saved Places View
Shows two entries both called “Main.”
Opening either of them displays the same details for the Home address.
Saved Places list only shows the full address text, without the ability to rename them inside Maps.
Results
Both addresses appear duplicated with the same name (“Main”), even though they point to different underlying addresses.
When selecting either entry, Apple Maps incorrectly shows the same Home address details.
The Saved Places section does not allow renaming; it defaults to showing the full address string.
Issues Identified
Sync Conflict Between Contacts & Maps
Apple Maps pulls labels/types from Contacts, but the edits don’t update consistently across apps.
Duplicate Naming Bug
Both “Main” and “Home” collapse into “Main” in Saved Places, making them indistinguishable.
One-to-One Mapping Failure
Regardless of which saved place you open, Maps shows the same Home entry, meaning the system isn’t correctly binding each saved place to its respective contact address.
Renaming Limitation
Apple Maps doesn’t allow renaming saved addresses directly — it relies on Contacts. Since Contacts only supports preset labels (Home, Work, School, etc.), custom naming is blocked.
Hi,
I'm working with a very simple app that tries to read a coordinates card and past the data into diferent fields. The card's layout is COLUMNS from 1-10, ROWs from A-J and a two digit number for each cell. In my app, I have field for each of those cells (A1, A2...). I want that OCR to read that card and paste the info but I just cant. I have two problems. The camera won't close. It remains open until I press the button SAVE (this is not good because a user could take 3, 4, 5... pictures of the same card with, maybe, different results, and then? Which is the good one?). Then, after I press save, I can see the OCR kinda works ( the console prints all the date read) but the info is not pasted at all.
Any idea? I know is hard to know what's wrong but I've tried chatgpt and all it does... just doesn't work
This is the code from the scanview
import SwiftUI
import Vision
import VisionKit
struct ScanCardView: UIViewControllerRepresentable {
@Binding var scannedCoordinates: [String: String]
var useLettersForColumns: Bool
var numberOfColumns: Int
var numberOfRows: Int
@Environment(.presentationMode) var presentationMode
func makeUIViewController(context: Context) -> VNDocumentCameraViewController {
let scannerVC = VNDocumentCameraViewController()
scannerVC.delegate = context.coordinator
return scannerVC
}
func updateUIViewController(_ uiViewController: VNDocumentCameraViewController, context: Context) {}
func makeCoordinator() -> Coordinator {
return Coordinator(self)
}
class Coordinator: NSObject, VNDocumentCameraViewControllerDelegate {
let parent: ScanCardView
init(_ parent: ScanCardView) {
self.parent = parent
}
func documentCameraViewController(_ controller: VNDocumentCameraViewController, didFinishWith scan: VNDocumentCameraScan) {
print("Escaneo completado, procesando imagen...")
guard scan.pageCount > 0, let image = scan.imageOfPage(at: 0).cgImage else {
print("No se pudo obtener la imagen del escaneo.")
controller.dismiss(animated: true, completion: nil)
return
}
recognizeText(from: image)
DispatchQueue.main.async {
print("Finalizando proceso OCR y cerrando la cámara.")
controller.dismiss(animated: true, completion: nil)
}
}
func documentCameraViewControllerDidCancel(_ controller: VNDocumentCameraViewController) {
print("Escaneo cancelado por el usuario.")
controller.dismiss(animated: true, completion: nil)
}
func documentCameraViewController(_ controller: VNDocumentCameraViewController, didFailWithError error: Error) {
print("Error en el escaneo: \(error.localizedDescription)")
controller.dismiss(animated: true, completion: nil)
}
private func recognizeText(from image: CGImage) {
let request = VNRecognizeTextRequest { (request, error) in
guard let observations = request.results as? [VNRecognizedTextObservation], error == nil else {
print("Error en el reconocimiento de texto: \(String(describing: error?.localizedDescription))")
DispatchQueue.main.async {
self.parent.presentationMode.wrappedValue.dismiss()
}
return
}
let recognizedStrings = observations.compactMap { observation in
observation.topCandidates(1).first?.string
}
print("Texto reconocido: \(recognizedStrings)")
let filteredCoordinates = self.filterValidCoordinates(from: recognizedStrings)
DispatchQueue.main.async {
print("Coordenadas detectadas después de filtrar: \(filteredCoordinates)")
self.parent.scannedCoordinates = filteredCoordinates
}
}
request.recognitionLevel = .accurate
let handler = VNImageRequestHandler(cgImage: image, options: [:])
DispatchQueue.global(qos: .userInitiated).async {
do {
try handler.perform([request])
print("OCR completado y datos procesados.")
} catch {
print("Error al realizar la solicitud de OCR: \(error.localizedDescription)")
}
}
}
private func filterValidCoordinates(from strings: [String]) -> [String: String] {
var result: [String: String] = [:]
print("Texto antes de filtrar: \(strings)")
for string in strings {
let trimmedString = string.replacingOccurrences(of: " ", with: "")
if parent.useLettersForColumns {
let pattern = "^[A-J]\\d{1,2}$" // Letras de A-J seguidas de 1 o 2 dígitos
if trimmedString.range(of: pattern, options: .regularExpression) != nil {
print("Coordenada válida detectada (letras): \(trimmedString)")
result[trimmedString] = "Valor" // Asignación de prueba
}
} else {
let pattern = "^[1-9]\\d{0,1}$" // Solo números, de 1 a 99
if trimmedString.range(of: pattern, options: .regularExpression) != nil {
print("Coordenada válida detectada (números): \(trimmedString)")
result[trimmedString] = "Valor"
}
}
}
print("Coordenadas finales después de filtrar: \(result)")
return result
}
}
}
Context & Issue
I am developing an iOS application.
My app icon uses colors that are relatively close to each other.
When the user enables Accessibility → Display & Text Size → Color Filters → Grayscale (or similar modes), the icon becomes harder to distinguish because it loses color and contrast is reduced.
Goal
When iOS switches to grayscale mode, I want the app icon to maintain good contrast between its elements so it remains clearly recognizable.
What I’ve tried
Redesigned the icon with more contrasting colors.
Added strokes/outlines, but it still doesn’t look much better in grayscale.
Researched how iOS renders app icons when grayscale is enabled, but couldn’t find a way to override or provide an alternative icon.
Specific questions
Is there any API or mechanism in iOS that allows providing a different version of the app icon when the user has grayscale mode enabled?
If there’s no direct API, are there any best practices for designing iOS app icons to ensure good contrast when converted to grayscale?
Do we have to design grayscale version for app icon?
Thank you!
I recently submitted a new app for review, but it has been rejected multiple times for vague reasons. The most recent rejection reason I received was unclear, leaving me unsure of what improvements are needed to get the app approved for the App Store.
Does anyone have any advice on how to address this?
Additionally, to Apple reviewers: Could you please provide more detailed feedback to help developers improve their apps? The repeated review process takes a significant amount of time, and guessing what needs to be fixed without clear guidance makes it even more challenging.
#################################
The latest rejection reason I got is:
Guideline 4.0 - Design
We noticed an issue in your app that contributes to a lower-quality user experience than App Store users expect:
Your app included hard to read type or typography.
Since App Store users expect apps to be simple, refined, and easy to use, we want to call your attention to this design issue so you can make the appropriate changes.
Next Steps
Please revise your app to address all instances of the issue identified above.
Hello everyone,
I just want to offer you image modifications that seem useful to get out of a version that has not evolved since the iPhone 3GS/4.
The addition of options without redesign after a few years creates a "kind of tidy mess".
I arrive from android having not had an iPhone since the 3GS, I am shocked to find the same interface as at the time. (I'm not criticizing, it's an observation).
And I'm surprised by the lack of some essential options such as the right back, the missing numeric line in the keyboard, or the missing Touch ID (I don't want to record my face).
So since I have been offering improvements to android and these applications, as well as play store applications, for years, and I love doing it, I naturally started thinking about Apple improvements.
I let you take part in these different ideas (in French, Google translation can translate the images if you wish).
Thank you all for your constructive opinions.
Best to you.
https://goopics.net/a/4r0fqeqw
I am using a common UI pattern: UITabBarController as window root, each tab with a separate UINavigationController stack. I want the (bottom!) tab bar to be only visible when the user is at the root of the app and hide it when a detail page is opened.
To do that, I used hidesBottomBarWhenPushed on any view controller that would be pushed on my navigation stacks and that worked fine in the past.
But with iOS 26, I am seeing several issues:
On iOS where when the bottom tab bar is used, when in a details page and navigating back, the tab bar becomes fully visible immediately instead of slowly animating in as it has been in the past. This is particular visible and annoying when using the "swipe to go back" gesture
On iPad, the situation is even worse:
On iPadOS 18, the tab bar appeared in the navigation controller's navigation bar - no matter if hidesBottomBarWhenPushed was set or not - fine. But now, with iPadOS 26, this top tab bar disappears when a child is pushed.
Not only that, it disappears abruptly, without animation, and the Liquid Glass effect on the UIBarButtonItems is broken as well. There is no transition whatsoever, buttons are simply replaced with the new UIBarButtonItems of the pushed view controller once it became fully visible.
It gets even worse when swipe-back navigating on iPadOS: As soon as the back transition starts, the tab bar becomes visible again (without animation), covering the title (view) of the UINavigationController. If the swipe-back transition is not completed the tab bar suddenly stays visible
When the swipe-back transition is interrupted close to the end of the transition and it goes back to the pushed view controller, the top UIBarButtonItems are showing a visual glitch where the content (text or icon) stays on the area where the tab bar is, while their container (the glass effect) are on the vertically aligned to the title view.
I am surprised that I have not found any similar reports of these problems, so I am wondering if I am doing anything wrong or using hidesBottomBarWhenPushed simply isn't recommended or supported any more.
I have an iOS App which looks great on iPhone, portrait only, which makes a lot of use of UITableViews.
On iPad those tables look stretched out in Landscape.
On MacOS with Apple Silicon the app can be resized to any size and the table views look very stretched. There are views in the App which users want to resize so limiting app size not an option.
I've been modifying the app's table views to limit their width and centre them using constraints.
This isn't easy, it's a lot of work as UITableViewController doesn't allow for constraining the table width. Or does it?
So I've changed them to UIViewControllers with UITableView imbedded in the root UIView with constraints. Looks really nice.
Now I've just run into the limitation that static tables, which I have a number of, aren't allowed to be embedded. So how can I limit the width of them?
I really don't want to add a lot of dynamic code.
Please tell me there's an simpler, more elegant method to what really makes a much more aesthetically pleasing UI on iOS App running on iPad and MacOS?
TIA!
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?
AppStore download link:https://www.qimai.cn/app/rank/appid/6737429967/country/cn. Why can this app be listed on the AppStore when it involves game account transactions? I have recorded and reported many times, but it has no effect. Is it possible to launch the app for game account trading in Chinese Mainland now? Seeking answers.
The dividing lines of List Section overlap, which is uncomfortable to look at.
Look at the line under "Incomplete"
AppStore download link:https://apps.apple.com/cn/app/%E7%9B%BC%E4%B9%8B%E4%BB%A3%E5%94%AE-%E4%B8%93%E4%B8%9A%E7%9A%84%E6%B8%B8%E6%88%8F%E6%9C%8D%E5%8A%A1%E5%B9%B3%E5%8F%B0/id6737429967. Why can this app be listed on the AppStore when it involves game account transactions? I have recorded and reported many times, but it has no effect. Is it possible to launch the app for game account trading in Chinese Mainland now? Seeking answers.