Explore the various UI frameworks available for building app interfaces. Discuss the use cases for different frameworks, share best practices, and get help with specific framework-related questions.

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Horizontal Size Classes on iPhone in iOS 27
In iOS 27, willTransition(to:with:), registerForTraitChanges(), and other mechanisms to monitor size classes do not change when an iPhone interface is resized. Only viewWillTransition(to:with:) is invoked with a new size. And this only happens on the iPhone: the iPad continues to work as it has in the past. It appears that this is intended behavior. That is not to say that it's intuitive behavior. Many experienced developers are encountering the "horizontal size is always compact" behavior and immediately thinking "this must be a beta bug": https://fatbobman.com/en/posts/from-size-class-to-available-space/ But it's not. I get that the new size class behavior is expressing static device semantics and is no longer a dynamic size indicator. The problem is that the tools we have been using to build layouts for the past decade use size classes as dynamic sizing indicators. Storyboards can contain variations that specify whether a constraint is used for regular or compact widths/ heights. Developers have used this ability to automatically adjust layouts as the size classes change. In one case, I use this capability to adjust a top-over-bottom layout in a portrait configuration to a side-by-side in a landscape configuration: switching centering, leading/trailing, and aspect ratios to fit the available size. I suspect that many developers who have taken the time to create a unique layout for an iPad are doing something similar. (Ironically, the folks who treated an iPad as a big iPhone are the ones least affected by this change.) When iPadOS got the ability to resize interfaces (as UIScene windows), I made sure that the automatic size class contraints worked correctly and made adjustments as necessary. That work now has to be discarded and switched over to something more universal. If this is truly the intended behavior going forward, time needs to be invested in updating the tooling behind automatic constraint variations: There should be warnings when the storyboard is compiled. I have dozens of automatic contraints embedded in the storyboard: and they're hard to find (each subview has its own contraints, so it's a manual traversal of a huge tree). There should be runtime warnings that your code that inspects size classes won't be executed. This was the biggest "what the hell is going on?" when trying to resize the interface the first time. At a higher level, Apple engineers have described what is happening. They have not explained why the iPhone is behaving differently than an iPad. And that's the root of this whole situation being unintuitive. We've got no clue. And developers without a clue are unlikely to adopt a new technology. It's essential that Apple explains this change in more detail. Yes, you're going to have to obfuscate it and make us read between the lines, but it's got to be done. (Everyone understands the changes regarding mainScreen wink wink, for example.) A reply in this thread would be a good place to start this explanation.
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Various menu bar NSStatusItem issues with macOS 27
It seems like macOS 27 beta 2 has some issues with NSStatusItem buttons added to the menu bar - this creates difficulties for some menu bar extra apps. NSStatusItem buttons does not receive mouse hover/movement events - FB23329983 On macOS 27, views inside an NSStatusItem button no longer receive hover or mouse-movement events. The same code works correctly on macOS 26. What I tried: An NSTrackingArea attached to a subview of NSStatusBarButton An NSTrackingArea attached directly to the status-bar button Replacing NSStatusItem.view with a custom view Embedding an NSHostingView and using SwiftUI onHover/onContinuousHover NSStatusItem button highlight cannot be set programmatically. - FB23330269 The following code no longer has any effect (does not provide the highlight capsule): NSStatusItem.button?.highlight(true) NSStatusItem window occlusionState no longer reflects hidden menu bar visibility - FB23349447 The following no longer works: statusItem.button?.window?.occlusionState.contains(.visible) These changes may be related to some of the touch related changes or maybe it's about how menu items are now seemingly more "managed" in a way that their position, visibility may change in a way that is transparent/undetectable to the app.
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Clarification on the planned removal of UIDesignRequiresCompatibility
Dear Apple Developer Support, I am developing and maintaining an iOS application. In iOS 26, we understand that setting UIDesignRequiresCompatibility to true in the Info.plist file allows an app to opt out of the Liquid Glass design. However, we also understand that during WWDC25 Platforms State of the Union, Apple stated: "We intend this option to be removed in the next major release." We would appreciate clarification on the following points. Questions Should the phrase "next major release" be interpreted as iOS 27? Is it currently Apple's plan to make UIDesignRequiresCompatibility unavailable or remove it in iOS 27? Or is the statement above only an intended direction, with the actual removal schedule still subject to change? If there is any publicly shareable information regarding the future availability or deprecation timeline of UIDesignRequiresCompatibility, could you please provide it? Background We develop and maintain a business application that contains a large number of custom screens and UI components. Adapting the entire application to the Liquid Glass design system will require significant design review, implementation effort, and testing. As a result, the future availability of UIDesignRequiresCompatibility is a critical factor in our development planning and resource allocation. For this reason, we would greatly appreciate any guidance you can provide regarding Apple's current plans for this compatibility option. Thank you for your time and assistance. Best regards, Toshiyuki
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Customise UITabBar on iPadOS 26+
I'm building an app with a UISplitViewController as the base, with the main content being a UITabBarController. I'm targeting iOS 26+ and using UIKit. I've customised the tabbar on iOS to have a different font family and size, and used some custom images. Running the same app on iPad, the tabbar moves to the top of the screen, ignores ALL the appearance proxy settings and strips out the images. Its now just giant floating text. Also noticed in portrait mode when the side bar from the split view is open, it compresses the width of the tab bar down to only show 2 elements at a time, with this weird custom scroll thing to move to the rest of the tabs. If the text wasn't so massive, maybe it could fit more. I really hate every inch of this thing. Its looks ugly and functions bizarrely. Why does it ignore all the tabbar appearance settings, and how can I customise it to add icons back with smaller text? Ideally I don't want to use one of the hacks to force it to think its compact mode to bring back the old tabbar, as i'm relying on traits already to fix some SplitView annoyances and don't want those to break. But would love to have the old tab bar style. Are there any settings or toggles that I can use?
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Action of full-width button in ToolbarItem is not triggered
To make a toolbar button that has the maximum width, I proceed as shown below with iOS 26. The appearance of the button is as expected, but its behavior is incorrect. The action is not triggered when tapping within the button, but outside its text. How to make the action triggered when tapping anywhere within the button ? import SwiftUI struct SampleView: View { var body: some View { NavigationStack { Text("") .toolbar { ToolbarItem(placement: .bottomBar) { Button(role: .confirm, action: self.action) { Text("Action") } .frame(maxWidth: .infinity) } } } } private func action() { print("Action Triggered !") } } #Preview { SampleView() }
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UIRequiresFullScreen Deprecation
I work on a universal app that targets both iPhone and iPad. Our iPad app currently requires full screen. When testing on the latest iPadOS 26 beta, we see the following warning printed to the console: Update the Info.plist: 1) `UIRequiresFullScreen` will soon be ignored. 2) Support for all orientations will soon be required. It will take a fair amount of effort to update our app to properly support presentation in a resizable window. We wanted to gauge how urgent this change is. Our testing has shown that iPadOS 26 supports our app in a non-resizable window. Can someone from Apple provide any guidance as to how soon “soon” is? Will UIRequiresFullScreen be ignored in iPadOS 26? Will support for all orientations be required in iPadOS 26?
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UserDefaults, UIApplicationDelegate, and prewarming
For a UIKit app based on scenes (UIScene), is it safe to reference UserDefaults in code that is executed from UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:) ? I've read that in iOS 15, there were undocumented scenarios involving app prewarming that would cause UserDefaults reads to fail within a window of time after device reboots, as described at https://christianselig.com/2024/10/beware-userdefaults/ The failure mode is that an app would be released, and months later, a small fraction of users would report failures consistent with UserDefaults reads unexpectedly returning nil, causing a loss of data. The user experience is bad, and debugging this behavior is then challenging because of how rarely it occurs. Apple's https://developer.apple.com/documentation/uikit/app_and_environment/responding_to_the_launch_of_your_app/about_the_app_launch_sequence#3894431 seems to suggest that prewarming only executes an app "up until, but not including when main() calls UIApplicationMain(_:_:_:_:), but https://stackoverflow.com/questions/71025205/ios-15-prewarming-causing-appwilllaunch-method-when-prewarm-is-done documents that UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:) has in fact been observed executing during app prewarming in scene-based apps. So, my question: In an app based on scenes, if I'd like to reference UserDefaults within UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:), when is it safe to do this? I'm guessing the answer is one of these: Never. Only in apps that don't support scenes. Only in iOS 16 or later. Only in IOS 17 or later. Is it guaranteed safe to reference UserDefaults in UIWindowSceneDelegate/scene(_:willConnectTo:options:) or later? Is there documentation from Apple regarding this issue? Thank you.
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How to get Ask Siri context menu button
In my UIKit apps, collection view cells that have a context menu gain an Ask Siri item in iOS 27 without me doing anything. In my SwiftUI app I have a LazyVGrid containing a ForEach of CellView which is a Button that has a contextMenu, yet there’s no Ask Siri button in the context menu. What determines whether or not it will be added? What do I need to do to allow the system to add it?
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UINavigationItemRenameDelegate does not work in IOS 16
I have an iPad app which is trying to support document renaming in the title bar. For IOS 17+ I set the renameDelegate to the document instance and it works fine. For IOS 16 I need to create an actual delegate, but no matter how I structure the code it fails with a permission error: Rename failed: “original_file_name” couldn’t be moved because you don’t have permission to access “Desktop”. It seems to always happen accessing the parent directory. I have tried using the file coordinator as well with the same result. It seems impossible to implement unless the callback contains a security permissioned url for the parent directory. Is there anyway to make this work in IOS 16 in the sandbox? Do I have to create my own rename functionality using a FilePicker? Seems like this should be built in like it is in MacOS, or even IOS17+ Here is the code: extension DocumentWindow : UINavigationItemRenameDelegate { func navigationItem(_ navigationItem: UINavigationItem, didEndRenamingWith title: String) { guard let doc = document else { return } let oldURL = doc.fileURL let newURL = oldURL.deletingLastPathComponent() .appendingPathComponent(title) .appendingPathExtension(oldURL.pathExtension) if newURL == oldURL { return } let access = oldURL.startAccessingSecurityScopedResource() defer { if access { oldURL.stopAccessingSecurityScopedResource() }} do { try FileManager.default.moveItem(at: oldURL, to: newURL) } catch { print("Rename failed: \(error.localizedDescription)") } // // // 1. Jump to a background queue to avoid the deadlock // DispatchQueue.global(qos: .userInitiated).async { // let coordinator = NSFileCoordinator(filePresenter: doc) // var error: NSError? // // // coordinator.coordinate(writingItemAt: oldURL, error: &error) { outOld in // do { // // 2. Perform the actual rename // try FileManager.default.moveItem(at: outOLD, to: newURL) // } catch { // print("Rename failed: \(error.localizedDescription)") // } // } // // if let error = error { // print("Coordination error: \(error.localizedDescription)") // } // } } // 2. Optional: Validation (e.g., prevent empty names) func navigationItem(_ navigationItem: UINavigationItem, shouldEndRenamingWith title: String) -> Bool { return !title.trimmingCharacters(in: .whitespacesAndNewlines).isEmpty } }
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[OS27] Adaptive Layouts - TabView - Force Sidebar?
Hello, To support adaptive layouts on iOS27 I want to display the sidebar on landscape iPhone app windows. (Like in the old days of the iPhone 6 Plus... >.>) It appears that TabView ignores attempts to force it into sidebar mode even in the "Resize mode" of the device manager. Am I holding it wrong? Is this a bug? Apple is not clear about how their components should be behaving to support adaptive layouts, and if rumors are true, it will be important come this fall.
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FB16862332 (iOS 18.3 REGRESSION: UIDocumentViewController: Placeholder icon displayed instead of document icon in share menu item of document title menu)
Anyone else seeing this? I reported the regression back in March 2025 and have no reply from Apple. My apps are Obj-C, in case it matters. DESCRIPTION After updating to iOS 18.3.x, | noticed a regression in the title menu behavior of my UlDocumentViewController-based shipping apps on the App Store [1]: Instead of displaying the document icon supplied by the app, the share menu item displays a placeholder icon instead, and iconservicesagent error messages are emitted in the log stream [2]. STEPS TO REPRODUCE Install one of the apps from note [1] below. Launch the app, tap the document/title menu at top center of the screen, and observe first menu item. RESULTS Expected: App-provided document icon displayed to left of first menu item ("W-1" or "W68" document icon). Actual: Placeholder icon displayed. REGRESSION Occurs: iOS 18.3 (iPad) iOS 18.3.1 (iPhone) iOS 18.3.2 (iPhone) Does Not Occur: iOS 18.2,18.3 Simulator iOS 18.0-18.2? [| no longer have a device with < 18.3 to confirm regression point] NOTES: [1] WOZNIAC-1 <https://apps.apple.com/us/ app/wozniac-1/id6474085354> and WOZNIAC-68 <https://apps.apple.com/us/app/ wozniac-68/id6736677781>. [2] When the problem occurs, the following log messages are omitted: Error returned from iconservicesagent image request: <|STagIcon: 0x30299c040> Tag: alvm, Class: public.filename-extension, Base type: public.item - <|SImageDescriptor: Ox300dd5860> - (37.00, 48.00)@3x v:40000 1:5 a: 0:0:0:0 t:() b:0 s:2 ps:0 digest: 0D3223D0-9AЕ3-3B19-A081-ACACE55691B7 error: Error Domain=NSOSStatusErrorDomain Code=-609 "Client is disallowed from making such an icon request" UserInfo={NSLocalizedDescription=Client is disallowed from making such an icon request}
Topic: UI Frameworks SubTopic: UIKit
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TipKit: showing a popover tip on a SwiftUI toolbar button
Hi folks, there's currently a known issue in TipKit due to which it won't show popover tips on buttons that are inside a SwiftUI ToolbarItem. For example, if you try this code, the popover tip will not appear: ToolbarItem { Button(action: {...}) { Label("Tap here", systemImage: "gear") } .popoverTip(sampleTip) } There's an easy workaround for this issue. Just apply a style to the button. It can be any style. Some examples are bordered, borderless, plain and borderedProminent. Here's a fixed version of the above code: ToolbarItem { Button(action: {...}) { Label("Tap here", systemImage: "gear") } .buttonStyle(.plain) // Adding this line fixes the issue. .popoverTip(sampleTip) } Hope this helps anyone running into this issue.
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Indentation in SwiftUI?
I need to display verse so that if a line exceeds the right margin, it is continued on the next line but indented. In UIKit this is easy by using NSParagraphStyle and headIndent and firstLineHeadIndent. But none of this is available on SwiftUI on the Apple Watch, which marks a big step back compared to WatchKit. Is there any way to display text indented in this way? I attach two screenshots, one with the indentation and one without. The one with indentation is far more readable!
Topic: UI Frameworks SubTopic: SwiftUI
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iOS app crashes in CoreGraphics with upscale_provider_get_bytes_at_position_inner when rendering images using the Texture library
Issue Description: On iOS 26 and later, a CoreGraphics crash occurs when rendering images using -[UIImage drawInRect:blendMode:alpha:]. Based on the call stack, the crash happens inside CoreGraphics. Under what circumstances does the function upscale_provider_get_bytes_at_position_inner in the stack get called? When attempting to reproduce locally, this code path is never reached even when scaling images. Steps to Reproduce: There are a large number of crash reports in production, but the issue cannot be reproduced locally/offline. Expected Results: Explain under what conditions calling -[UIImage drawInRect:blendMode:alpha:] will reach the upscale_provider_get_bytes_at_position_inner logic. Ideally, provide a code example or demo. Provide the root cause of the crash and a workaround/mitigation. Current Behavior: Calling -[UIImage drawInRect:blendMode:alpha:] causes intermittent crashes in production. Xcode Version Used: Xcode Version 26.0 (17A324)
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iOS 27 beta 1: .scrollEdgeEffectStyle(.soft) renders fully transparent above safeAreaBar
Feedback ID: FB23086400 On iOS 27 beta 1, .scrollEdgeEffectStyle(.soft, for: .top) on a List underneath a custom .safeAreaBar(edge: .top) no longer renders the progressive fade-blur. The top edge is fully transparent — scrolled rows pass under the bar with no visual treatment at all, as if scrollEdgeEffectDisabled() had been applied. What I've verified so far: .hard renders correctly in the exact same hierarchy; only .soft is affected. The same binary works correctly on iOS 26.x Xcode preview. I'm building with Xcode 26.3 (iOS 26 SDK). Minimal reproduction: import SwiftUI struct EdgeEffectRepro: View { enum Style: String, CaseIterable, Identifiable { case automatic, soft, hard var id: Self { self } var value: ScrollEdgeEffectStyle { switch self { case .automatic: .automatic case .soft: .soft case .hard: .hard } } } @State private var style: Style = .soft @State private var useSystemBarOnly = false var body: some View { NavigationStack { List(0..<60, id: \.self) { i in Text("Row \(i)") .frame(maxWidth: .infinity, alignment: .leading) .listRowBackground( i.isMultiple(of: 2) ? Color.orange.opacity(0.45) : Color.teal.opacity(0.45) ) } .scrollIndicators(.hidden) .scrollEdgeEffectStyle(style.value, for: .top) .safeAreaBar(edge: .top) { if !useSystemBarOnly { VStack(spacing: 8) { HStack { Text("Custom Top Bar") .font(.system(size: 28, weight: .bold)) Spacer() } HStack { Text("Second row (e.g. date range picker)") .font(.caption) .foregroundStyle(.secondary) Spacer() } } .padding(.horizontal) } } .safeAreaInset(edge: .bottom) { VStack(spacing: 8) { Picker("Edge effect style", selection: $style) { ForEach(Style.allCases) { Text($0.rawValue).tag($0) } } .pickerStyle(.segmented) Toggle("System bar only (control group)", isOn: $useSystemBarOnly) .font(.caption) } .padding() .background(.regularMaterial) } .navigationTitle("EdgeEffect Repro") .navigationBarTitleDisplayMode(.inline) } } } Steps: run on iOS 27 beta 1, set the picker to soft, scroll rows under the bar. Expected: fade-blur as on iOS 26. Actual: fully transparent. Switch to hard: renders fine.
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SwiftUI DragGesture is permanently cancelled (no terminal onEnded) by a trackpad magnify on macOS
Filed as FB23362414, with a minimal sample: https://github.com/mesqueeb/Swiftui-Gesture-Detection-Failures While a SwiftUI DragGesture is held (trackpad click-drag), a two-finger magnify (trackpad pinch) permanently cancels it: onChanged stops firing the instant the magnify is recognized. onEnded is never delivered — the gesture is torn down with no terminal event. Continued motion of the same, still-pressed finger after the pinch is not re-detected. The drag only recovers after a full release and re-press. Throughout, the AppKit NSEvent stream keeps delivering .leftMouseDragged (and a clean .leftMouseUp on release), so the OS is still tracking the drag — it's SwiftUI's gesture arbitration that discards it. No gesture composition avoids this: .simultaneousGesture, .highPriorityGesture, varying gesture order, and .exclusively(before:) in both directions were all tried; none delivers a terminal onEnded or resumes the drag after the pinch. Steps to reproduce (full sample in the repo — ./build.sh run): Press-hold and drag a shape with the trackpad (do not release). Without lifting the drag finger, perform a two-finger pinch. End the pinch and keep moving the same finger. Expected: onChanged continues for the still-pressed finger; onEnded fires when it's lifted. Actual: onChanged stops at the pinch and never resumes; onEnded never fires. Workaround: driving the gestures off AppKit NSEvent instead of SwiftUI works correctly — the sample has a toggle to switch between the two so you can compare side by side. Tested on macOS 26.3.1 (25D771280a) and macOS 27.0 Beta (26A5353q), Apple Silicon, built-in trackpad. Has anyone else run into this, or found a SwiftUI gesture composition that survives the pinch?
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Control Widget Details?
I'm really struggling to get a handle on all the different aspects of Control Widgets. I wish the docs led with comprehensive visual examples. I'm trying to make a Control Widget that shows the user a quick status of something (on or off), and lets the user change that status, but when they turn it off, it can be turned off for a period of time. I want to present some options in a manner similar to the Focus widget. When you first display widets on macOS, you get this: On the Focus widget, see how it has a round button with a moon, the word "Focus", and a disclosure chevron? I want to reproduce that. If you click the moon button, it turns that focus mode on. If you click anywhere else, it shows this: And even those controls are quite fancy, expanding when you click on them. How do I get that second level of UI?
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Horizontal Size Classes on iPhone in iOS 27
In iOS 27, willTransition(to:with:), registerForTraitChanges(), and other mechanisms to monitor size classes do not change when an iPhone interface is resized. Only viewWillTransition(to:with:) is invoked with a new size. And this only happens on the iPhone: the iPad continues to work as it has in the past. It appears that this is intended behavior. That is not to say that it's intuitive behavior. Many experienced developers are encountering the "horizontal size is always compact" behavior and immediately thinking "this must be a beta bug": https://fatbobman.com/en/posts/from-size-class-to-available-space/ But it's not. I get that the new size class behavior is expressing static device semantics and is no longer a dynamic size indicator. The problem is that the tools we have been using to build layouts for the past decade use size classes as dynamic sizing indicators. Storyboards can contain variations that specify whether a constraint is used for regular or compact widths/ heights. Developers have used this ability to automatically adjust layouts as the size classes change. In one case, I use this capability to adjust a top-over-bottom layout in a portrait configuration to a side-by-side in a landscape configuration: switching centering, leading/trailing, and aspect ratios to fit the available size. I suspect that many developers who have taken the time to create a unique layout for an iPad are doing something similar. (Ironically, the folks who treated an iPad as a big iPhone are the ones least affected by this change.) When iPadOS got the ability to resize interfaces (as UIScene windows), I made sure that the automatic size class contraints worked correctly and made adjustments as necessary. That work now has to be discarded and switched over to something more universal. If this is truly the intended behavior going forward, time needs to be invested in updating the tooling behind automatic constraint variations: There should be warnings when the storyboard is compiled. I have dozens of automatic contraints embedded in the storyboard: and they're hard to find (each subview has its own contraints, so it's a manual traversal of a huge tree). There should be runtime warnings that your code that inspects size classes won't be executed. This was the biggest "what the hell is going on?" when trying to resize the interface the first time. At a higher level, Apple engineers have described what is happening. They have not explained why the iPhone is behaving differently than an iPad. And that's the root of this whole situation being unintuitive. We've got no clue. And developers without a clue are unlikely to adopt a new technology. It's essential that Apple explains this change in more detail. Yes, you're going to have to obfuscate it and make us read between the lines, but it's got to be done. (Everyone understands the changes regarding mainScreen wink wink, for example.) A reply in this thread would be a good place to start this explanation.
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Activity
10m
Various menu bar NSStatusItem issues with macOS 27
It seems like macOS 27 beta 2 has some issues with NSStatusItem buttons added to the menu bar - this creates difficulties for some menu bar extra apps. NSStatusItem buttons does not receive mouse hover/movement events - FB23329983 On macOS 27, views inside an NSStatusItem button no longer receive hover or mouse-movement events. The same code works correctly on macOS 26. What I tried: An NSTrackingArea attached to a subview of NSStatusBarButton An NSTrackingArea attached directly to the status-bar button Replacing NSStatusItem.view with a custom view Embedding an NSHostingView and using SwiftUI onHover/onContinuousHover NSStatusItem button highlight cannot be set programmatically. - FB23330269 The following code no longer has any effect (does not provide the highlight capsule): NSStatusItem.button?.highlight(true) NSStatusItem window occlusionState no longer reflects hidden menu bar visibility - FB23349447 The following no longer works: statusItem.button?.window?.occlusionState.contains(.visible) These changes may be related to some of the touch related changes or maybe it's about how menu items are now seemingly more "managed" in a way that their position, visibility may change in a way that is transparent/undetectable to the app.
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12
Activity
1h
Clarification on the planned removal of UIDesignRequiresCompatibility
Dear Apple Developer Support, I am developing and maintaining an iOS application. In iOS 26, we understand that setting UIDesignRequiresCompatibility to true in the Info.plist file allows an app to opt out of the Liquid Glass design. However, we also understand that during WWDC25 Platforms State of the Union, Apple stated: "We intend this option to be removed in the next major release." We would appreciate clarification on the following points. Questions Should the phrase "next major release" be interpreted as iOS 27? Is it currently Apple's plan to make UIDesignRequiresCompatibility unavailable or remove it in iOS 27? Or is the statement above only an intended direction, with the actual removal schedule still subject to change? If there is any publicly shareable information regarding the future availability or deprecation timeline of UIDesignRequiresCompatibility, could you please provide it? Background We develop and maintain a business application that contains a large number of custom screens and UI components. Adapting the entire application to the Liquid Glass design system will require significant design review, implementation effort, and testing. As a result, the future availability of UIDesignRequiresCompatibility is a critical factor in our development planning and resource allocation. For this reason, we would greatly appreciate any guidance you can provide regarding Apple's current plans for this compatibility option. Thank you for your time and assistance. Best regards, Toshiyuki
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298
Activity
3h
Customise UITabBar on iPadOS 26+
I'm building an app with a UISplitViewController as the base, with the main content being a UITabBarController. I'm targeting iOS 26+ and using UIKit. I've customised the tabbar on iOS to have a different font family and size, and used some custom images. Running the same app on iPad, the tabbar moves to the top of the screen, ignores ALL the appearance proxy settings and strips out the images. Its now just giant floating text. Also noticed in portrait mode when the side bar from the split view is open, it compresses the width of the tab bar down to only show 2 elements at a time, with this weird custom scroll thing to move to the rest of the tabs. If the text wasn't so massive, maybe it could fit more. I really hate every inch of this thing. Its looks ugly and functions bizarrely. Why does it ignore all the tabbar appearance settings, and how can I customise it to add icons back with smaller text? Ideally I don't want to use one of the hacks to force it to think its compact mode to bring back the old tabbar, as i'm relying on traits already to fix some SplitView annoyances and don't want those to break. But would love to have the old tab bar style. Are there any settings or toggles that I can use?
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18
Activity
3h
Action of full-width button in ToolbarItem is not triggered
To make a toolbar button that has the maximum width, I proceed as shown below with iOS 26. The appearance of the button is as expected, but its behavior is incorrect. The action is not triggered when tapping within the button, but outside its text. How to make the action triggered when tapping anywhere within the button ? import SwiftUI struct SampleView: View { var body: some View { NavigationStack { Text("") .toolbar { ToolbarItem(placement: .bottomBar) { Button(role: .confirm, action: self.action) { Text("Action") } .frame(maxWidth: .infinity) } } } } private func action() { print("Action Triggered !") } } #Preview { SampleView() }
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45
Activity
3h
MapKit directions for .cycling wrong
When cacluclating directions for .cycling, the returned route has directions.routes.first!.transporttype == .automobile if I follow the example What do I do wrong? Is this a bug? Tested on macOS 26 and iOS simulator 26
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11
Activity
4h
UIRequiresFullScreen Deprecation
I work on a universal app that targets both iPhone and iPad. Our iPad app currently requires full screen. When testing on the latest iPadOS 26 beta, we see the following warning printed to the console: Update the Info.plist: 1) `UIRequiresFullScreen` will soon be ignored. 2) Support for all orientations will soon be required. It will take a fair amount of effort to update our app to properly support presentation in a resizable window. We wanted to gauge how urgent this change is. Our testing has shown that iPadOS 26 supports our app in a non-resizable window. Can someone from Apple provide any guidance as to how soon “soon” is? Will UIRequiresFullScreen be ignored in iPadOS 26? Will support for all orientations be required in iPadOS 26?
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2k
Activity
8h
UserDefaults, UIApplicationDelegate, and prewarming
For a UIKit app based on scenes (UIScene), is it safe to reference UserDefaults in code that is executed from UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:) ? I've read that in iOS 15, there were undocumented scenarios involving app prewarming that would cause UserDefaults reads to fail within a window of time after device reboots, as described at https://christianselig.com/2024/10/beware-userdefaults/ The failure mode is that an app would be released, and months later, a small fraction of users would report failures consistent with UserDefaults reads unexpectedly returning nil, causing a loss of data. The user experience is bad, and debugging this behavior is then challenging because of how rarely it occurs. Apple's https://developer.apple.com/documentation/uikit/app_and_environment/responding_to_the_launch_of_your_app/about_the_app_launch_sequence#3894431 seems to suggest that prewarming only executes an app "up until, but not including when main() calls UIApplicationMain(_:_:_:_:), but https://stackoverflow.com/questions/71025205/ios-15-prewarming-causing-appwilllaunch-method-when-prewarm-is-done documents that UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:) has in fact been observed executing during app prewarming in scene-based apps. So, my question: In an app based on scenes, if I'd like to reference UserDefaults within UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:), when is it safe to do this? I'm guessing the answer is one of these: Never. Only in apps that don't support scenes. Only in iOS 16 or later. Only in IOS 17 or later. Is it guaranteed safe to reference UserDefaults in UIWindowSceneDelegate/scene(_:willConnectTo:options:) or later? Is there documentation from Apple regarding this issue? Thank you.
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3
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731
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12h
How to get Ask Siri context menu button
In my UIKit apps, collection view cells that have a context menu gain an Ask Siri item in iOS 27 without me doing anything. In my SwiftUI app I have a LazyVGrid containing a ForEach of CellView which is a Button that has a contextMenu, yet there’s no Ask Siri button in the context menu. What determines whether or not it will be added? What do I need to do to allow the system to add it?
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0
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14
Activity
17h
UINavigationItemRenameDelegate does not work in IOS 16
I have an iPad app which is trying to support document renaming in the title bar. For IOS 17+ I set the renameDelegate to the document instance and it works fine. For IOS 16 I need to create an actual delegate, but no matter how I structure the code it fails with a permission error: Rename failed: “original_file_name” couldn’t be moved because you don’t have permission to access “Desktop”. It seems to always happen accessing the parent directory. I have tried using the file coordinator as well with the same result. It seems impossible to implement unless the callback contains a security permissioned url for the parent directory. Is there anyway to make this work in IOS 16 in the sandbox? Do I have to create my own rename functionality using a FilePicker? Seems like this should be built in like it is in MacOS, or even IOS17+ Here is the code: extension DocumentWindow : UINavigationItemRenameDelegate { func navigationItem(_ navigationItem: UINavigationItem, didEndRenamingWith title: String) { guard let doc = document else { return } let oldURL = doc.fileURL let newURL = oldURL.deletingLastPathComponent() .appendingPathComponent(title) .appendingPathExtension(oldURL.pathExtension) if newURL == oldURL { return } let access = oldURL.startAccessingSecurityScopedResource() defer { if access { oldURL.stopAccessingSecurityScopedResource() }} do { try FileManager.default.moveItem(at: oldURL, to: newURL) } catch { print("Rename failed: \(error.localizedDescription)") } // // // 1. Jump to a background queue to avoid the deadlock // DispatchQueue.global(qos: .userInitiated).async { // let coordinator = NSFileCoordinator(filePresenter: doc) // var error: NSError? // // // coordinator.coordinate(writingItemAt: oldURL, error: &error) { outOld in // do { // // 2. Perform the actual rename // try FileManager.default.moveItem(at: outOLD, to: newURL) // } catch { // print("Rename failed: \(error.localizedDescription)") // } // } // // if let error = error { // print("Coordination error: \(error.localizedDescription)") // } // } } // 2. Optional: Validation (e.g., prevent empty names) func navigationItem(_ navigationItem: UINavigationItem, shouldEndRenamingWith title: String) -> Bool { return !title.trimmingCharacters(in: .whitespacesAndNewlines).isEmpty } }
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17
Activity
18h
[OS27] Adaptive Layouts - TabView - Force Sidebar?
Hello, To support adaptive layouts on iOS27 I want to display the sidebar on landscape iPhone app windows. (Like in the old days of the iPhone 6 Plus... >.>) It appears that TabView ignores attempts to force it into sidebar mode even in the "Resize mode" of the device manager. Am I holding it wrong? Is this a bug? Apple is not clear about how their components should be behaving to support adaptive layouts, and if rumors are true, it will be important come this fall.
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1
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19
Activity
18h
FB16862332 (iOS 18.3 REGRESSION: UIDocumentViewController: Placeholder icon displayed instead of document icon in share menu item of document title menu)
Anyone else seeing this? I reported the regression back in March 2025 and have no reply from Apple. My apps are Obj-C, in case it matters. DESCRIPTION After updating to iOS 18.3.x, | noticed a regression in the title menu behavior of my UlDocumentViewController-based shipping apps on the App Store [1]: Instead of displaying the document icon supplied by the app, the share menu item displays a placeholder icon instead, and iconservicesagent error messages are emitted in the log stream [2]. STEPS TO REPRODUCE Install one of the apps from note [1] below. Launch the app, tap the document/title menu at top center of the screen, and observe first menu item. RESULTS Expected: App-provided document icon displayed to left of first menu item ("W-1" or "W68" document icon). Actual: Placeholder icon displayed. REGRESSION Occurs: iOS 18.3 (iPad) iOS 18.3.1 (iPhone) iOS 18.3.2 (iPhone) Does Not Occur: iOS 18.2,18.3 Simulator iOS 18.0-18.2? [| no longer have a device with < 18.3 to confirm regression point] NOTES: [1] WOZNIAC-1 <https://apps.apple.com/us/ app/wozniac-1/id6474085354> and WOZNIAC-68 <https://apps.apple.com/us/app/ wozniac-68/id6736677781>. [2] When the problem occurs, the following log messages are omitted: Error returned from iconservicesagent image request: <|STagIcon: 0x30299c040> Tag: alvm, Class: public.filename-extension, Base type: public.item - <|SImageDescriptor: Ox300dd5860> - (37.00, 48.00)@3x v:40000 1:5 a: 0:0:0:0 t:() b:0 s:2 ps:0 digest: 0D3223D0-9AЕ3-3B19-A081-ACACE55691B7 error: Error Domain=NSOSStatusErrorDomain Code=-609 "Client is disallowed from making such an icon request" UserInfo={NSLocalizedDescription=Client is disallowed from making such an icon request}
Topic: UI Frameworks SubTopic: UIKit
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5
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2
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266
Activity
19h
TipKit: showing a popover tip on a SwiftUI toolbar button
Hi folks, there's currently a known issue in TipKit due to which it won't show popover tips on buttons that are inside a SwiftUI ToolbarItem. For example, if you try this code, the popover tip will not appear: ToolbarItem { Button(action: {...}) { Label("Tap here", systemImage: "gear") } .popoverTip(sampleTip) } There's an easy workaround for this issue. Just apply a style to the button. It can be any style. Some examples are bordered, borderless, plain and borderedProminent. Here's a fixed version of the above code: ToolbarItem { Button(action: {...}) { Label("Tap here", systemImage: "gear") } .buttonStyle(.plain) // Adding this line fixes the issue. .popoverTip(sampleTip) } Hope this helps anyone running into this issue.
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12
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6.2k
Activity
21h
Indentation in SwiftUI?
I need to display verse so that if a line exceeds the right margin, it is continued on the next line but indented. In UIKit this is easy by using NSParagraphStyle and headIndent and firstLineHeadIndent. But none of this is available on SwiftUI on the Apple Watch, which marks a big step back compared to WatchKit. Is there any way to display text indented in this way? I attach two screenshots, one with the indentation and one without. The one with indentation is far more readable!
Topic: UI Frameworks SubTopic: SwiftUI
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11
Activity
1d
iOS app crashes in CoreGraphics with upscale_provider_get_bytes_at_position_inner when rendering images using the Texture library
Issue Description: On iOS 26 and later, a CoreGraphics crash occurs when rendering images using -[UIImage drawInRect:blendMode:alpha:]. Based on the call stack, the crash happens inside CoreGraphics. Under what circumstances does the function upscale_provider_get_bytes_at_position_inner in the stack get called? When attempting to reproduce locally, this code path is never reached even when scaling images. Steps to Reproduce: There are a large number of crash reports in production, but the issue cannot be reproduced locally/offline. Expected Results: Explain under what conditions calling -[UIImage drawInRect:blendMode:alpha:] will reach the upscale_provider_get_bytes_at_position_inner logic. Ideally, provide a code example or demo. Provide the root cause of the crash and a workaround/mitigation. Current Behavior: Calling -[UIImage drawInRect:blendMode:alpha:] causes intermittent crashes in production. Xcode Version Used: Xcode Version 26.0 (17A324)
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26
Activity
1d
Segmented Picker overlapping/doubling text glitch inside ToolbarItem (.principal)
Hi everyone, I'm experiencing a weird visual glitch with PickerStyle(.segmented) placed inside a ToolbarItem(placement: .principal). When navigating between views or switching segments, the text doubles/overlaps temporarily during the transition animation (as shown in the screen recording).
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21
Activity
1d
Segmented Picker overlapping/doubling text glitch inside ToolbarItem (.principal)
Hi everyone, I'm experiencing a weird visual glitch with PickerStyle(.segmented) placed inside a ToolbarItem(placement: .principal). When navigating between views or switching segments, the text doubles/overlaps temporarily during the transition animation (as shown in the screen recording).
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19
Activity
1d
iOS 27 beta 1: .scrollEdgeEffectStyle(.soft) renders fully transparent above safeAreaBar
Feedback ID: FB23086400 On iOS 27 beta 1, .scrollEdgeEffectStyle(.soft, for: .top) on a List underneath a custom .safeAreaBar(edge: .top) no longer renders the progressive fade-blur. The top edge is fully transparent — scrolled rows pass under the bar with no visual treatment at all, as if scrollEdgeEffectDisabled() had been applied. What I've verified so far: .hard renders correctly in the exact same hierarchy; only .soft is affected. The same binary works correctly on iOS 26.x Xcode preview. I'm building with Xcode 26.3 (iOS 26 SDK). Minimal reproduction: import SwiftUI struct EdgeEffectRepro: View { enum Style: String, CaseIterable, Identifiable { case automatic, soft, hard var id: Self { self } var value: ScrollEdgeEffectStyle { switch self { case .automatic: .automatic case .soft: .soft case .hard: .hard } } } @State private var style: Style = .soft @State private var useSystemBarOnly = false var body: some View { NavigationStack { List(0..<60, id: \.self) { i in Text("Row \(i)") .frame(maxWidth: .infinity, alignment: .leading) .listRowBackground( i.isMultiple(of: 2) ? Color.orange.opacity(0.45) : Color.teal.opacity(0.45) ) } .scrollIndicators(.hidden) .scrollEdgeEffectStyle(style.value, for: .top) .safeAreaBar(edge: .top) { if !useSystemBarOnly { VStack(spacing: 8) { HStack { Text("Custom Top Bar") .font(.system(size: 28, weight: .bold)) Spacer() } HStack { Text("Second row (e.g. date range picker)") .font(.caption) .foregroundStyle(.secondary) Spacer() } } .padding(.horizontal) } } .safeAreaInset(edge: .bottom) { VStack(spacing: 8) { Picker("Edge effect style", selection: $style) { ForEach(Style.allCases) { Text($0.rawValue).tag($0) } } .pickerStyle(.segmented) Toggle("System bar only (control group)", isOn: $useSystemBarOnly) .font(.caption) } .padding() .background(.regularMaterial) } .navigationTitle("EdgeEffect Repro") .navigationBarTitleDisplayMode(.inline) } } } Steps: run on iOS 27 beta 1, set the picker to soft, scroll rows under the bar. Expected: fade-blur as on iOS 26. Actual: fully transparent. Switch to hard: renders fine.
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1
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4
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289
Activity
1d
SwiftUI DragGesture is permanently cancelled (no terminal onEnded) by a trackpad magnify on macOS
Filed as FB23362414, with a minimal sample: https://github.com/mesqueeb/Swiftui-Gesture-Detection-Failures While a SwiftUI DragGesture is held (trackpad click-drag), a two-finger magnify (trackpad pinch) permanently cancels it: onChanged stops firing the instant the magnify is recognized. onEnded is never delivered — the gesture is torn down with no terminal event. Continued motion of the same, still-pressed finger after the pinch is not re-detected. The drag only recovers after a full release and re-press. Throughout, the AppKit NSEvent stream keeps delivering .leftMouseDragged (and a clean .leftMouseUp on release), so the OS is still tracking the drag — it's SwiftUI's gesture arbitration that discards it. No gesture composition avoids this: .simultaneousGesture, .highPriorityGesture, varying gesture order, and .exclusively(before:) in both directions were all tried; none delivers a terminal onEnded or resumes the drag after the pinch. Steps to reproduce (full sample in the repo — ./build.sh run): Press-hold and drag a shape with the trackpad (do not release). Without lifting the drag finger, perform a two-finger pinch. End the pinch and keep moving the same finger. Expected: onChanged continues for the still-pressed finger; onEnded fires when it's lifted. Actual: onChanged stops at the pinch and never resumes; onEnded never fires. Workaround: driving the gestures off AppKit NSEvent instead of SwiftUI works correctly — the sample has a toggle to switch between the two so you can compare side by side. Tested on macOS 26.3.1 (25D771280a) and macOS 27.0 Beta (26A5353q), Apple Silicon, built-in trackpad. Has anyone else run into this, or found a SwiftUI gesture composition that survives the pinch?
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19
Activity
1d
Control Widget Details?
I'm really struggling to get a handle on all the different aspects of Control Widgets. I wish the docs led with comprehensive visual examples. I'm trying to make a Control Widget that shows the user a quick status of something (on or off), and lets the user change that status, but when they turn it off, it can be turned off for a period of time. I want to present some options in a manner similar to the Focus widget. When you first display widets on macOS, you get this: On the Focus widget, see how it has a round button with a moon, the word "Focus", and a disclosure chevron? I want to reproduce that. If you click the moon button, it turns that focus mode on. If you click anywhere else, it shows this: And even those controls are quite fancy, expanding when you click on them. How do I get that second level of UI?
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1
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35
Activity
1d