Hello,
is there a way to implement Continuity Markup in our own apps?
(This is what I'm talking about: https://support.apple.com/en-us/102269 , scroll down to "Use Continuity Markup").
Also, why does a QuickLook panel (QLPreviewPanel.shared()) not display the markup options when triggered from my app for png image files in my app's Group Container? Do I need to implement certain NSServicesMenuRequestor methods for that?
Sadly, I could not find any docs on that.
Thank you,
– Matthias
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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Hello! We can animate Text color via foregroundStyle very nicely in SwiftUI like so:
Text("Some text here")
.foregroundStyle(boolValue ? Color.green : Color.blue)
withAnimation {
boolValue.toggle()
}
However, if the foregroundStyle is a gradient, the color of the Text view changes immediately without animation.
The code below works to animate a gradient foregroundStyle on an SF Symbol, but it does not work when applied to a Text view. Is it possible to animate a Text view foregroundStyle between gradient values?
Image(systemName: "pencil.circle.fill")
.foregroundStyle(boolValue ? .linearGradient(colors: [.red, .orange], startPoint: .top, endPoint: .bottom) : .linearGradient(colors: [.green, .blue], startPoint: .top, endPoint: .bottom))
Thanks for your help!
Hi Apple team and community,
We’re encountering a strange issue with Live Activity that seems related to memory management or background lifecycle.
❓ Issue:
Our app updates a Live Activity regularly (every 3 minutes) using .update(...). However, after the app remains in the background for around 8 hours, the Live Activity reverts to the initial state that was passed into .request(...).
Even though the app continues sending updates in the background, the UI on the Lock Screen and Dynamic Island resets to the original state.
I have a struct that holds an instance of UINavigationController:
struct NavigationController {
static let shared = UINavigationController()
}
I use NavigationController.shared to push and pop ViewControllers around the app, rather than using the ViewController's .navigationController property.
The issue I'm having is that when I pop I get new instances of my previous ViewController, this is my hierarchy:
(0) UIWindow
|
---- (1) NavigationController (is set as the UIWindow.rootViewController)
|
---- (2) UITabBarController (is set with NavigationController.shared.setViewControllers)
|
---- (3) ViewController (HomeVC) (is the first tab of the UITabController)
|
---- (4) ViewController (ScanVC) (is pushed into the stack by NavigationController.shared.pushViewController)
---- (5) ViewController (NotificationsVC)
---- (6) ViewController (SettingsVC)
I put a print statement in my HomeVC in the viewDidLoad method
My understanding is that the viewDidLoad should only be called once in the lifecycle of a ViewController
When I go back to the HomeVC from the ScanVC then the print always gets triggered which means I have a new instance of the HomeVC
This is the print statement I created inside the viewDidLoad method:
print("\(#function) View Did Load, instance: \(self)")
Here's the output from going back and forth from the HomeVC to ScanVC:
viewDidLoad() View Did Load, instance: <HomeVC: 0x118db0000>
viewDidLoad() View Did Load, instance: <HomeVC: 0x118db3100>
viewDidLoad() View Did Load, instance: <HomeVC: 0x118db0700>
Any one has any suggestions on how to fix this? Because ideally going back to the HomeVC should not instantiate a new ViewController.
I tested this on a small test project and viewDidLoad would only be triggered once when the ViewController was instantiated.
Hi everyone! I am having a bit of trouble with why my Map() is overwriting my customized tabBar settings. Specifically my tab bar background. (White -> Black)
Map(position: $cameraPosition) {
UserAnnotation()
}
.toolbarBackground(.hidden, for: .tabBar)
This above ^ is a view which acts as a tab view for my tab bar. I have customized my tab bar as follows just so it was obvious to see me changes.
let tabAppearance = UITabBarAppearance()
tabAppearance.configureWithOpaqueBackground()
tabAppearance.backgroundColor = .white
UITabBar.appearance().standardAppearance = tabAppearance
UITabBar.appearance().scrollEdgeAppearance = tabAppearance
I have tried implementing solutions which is seen with my .toolbar attempt but nothing has help. I would like the tab bar to be consistent with all of my views and from my understanding the Map is overwriting those settings.
Using the new floating tab bar with ios18 on ipad with an RTL language, when the tabbar is correctly flipped and the right buttons become left buttons, the buttons are pushed off the screen on initial load but do come back after some navigating / reloading, have recreated in a fresh project.
We use @Query macro in our App. After we got macOS 15.3 update, our App crashes at @Query line.
SwiftData/Schema.swift:305: Fatal error: KeyPath \Item.<computed 0x0000000100599e54 (Vec3D)>.x points to a field (<computed 0x0000000100599e54 (Vec3D)>) that is unknown to Item and cannot be used.
This problem occurs only when the build configuration is "Release", and only when I use @Query macro with sort: parameter. The App still works fine on macOS 14.7.3.
This issue seems similar to what has already been reported in the forum. It looks like a regression on iOS 18.3.
https://developer.apple.com/forums/thread/773308
Item.swift
import Foundation
import SwiftData
public struct Vec3D {
let x,y,z: Int
}
extension Vec3D: Codable { }
@Model
final class Item {
var timestamp: Date
var vec: Vec3D
init(timestamp: Date) {
self.timestamp = timestamp
self.vec = Vec3D(x: 0, y: 0, z: 0)
}
}
ContentView.Swift
import SwiftUI
import SwiftData
struct ContentView: View {
@Environment(\.modelContext)
private var modelContext
@Query(sort: \Item.vec.x) // Crash
private var items: [Item]
var body: some View {
NavigationSplitView {
List {
ForEach(items) { item in
NavigationLink {
Text("Item at \(item.timestamp, format: Date.FormatStyle(date: .numeric, time: .standard))")
} label: {
Text(item.timestamp, format: Date.FormatStyle(date: .numeric, time: .standard))
}
}
.onDelete(perform: deleteItems)
}
.navigationSplitViewColumnWidth(min: 180, ideal: 200)
.toolbar {
ToolbarItem {
Button(action: addItem) {
Label("Add Item", systemImage: "plus")
}
}
}
} detail: {
Text("Select an item")
}
}
private func addItem() {
withAnimation {
let newItem = Item(timestamp: Date())
modelContext.insert(newItem)
}
}
private func deleteItems(offsets: IndexSet) {
withAnimation {
for index in offsets {
modelContext.delete(items[index])
}
}
}
}
I'm building an app using UITabbarController with 2 tabs: screen A and B. When standing on tab B and I taps on tab A, the order in which the events are triggered will be:
For iOS < 18:
viewWillDisappear() of screen B
tabBarController(_:didSelect:) of UITabbarController
For iOS >= 18:
tabBarController(_:didSelect:) of UITabbarController
viewWillDisappear() of screen B
So my question is this an issue or a new update from Apple on iOS 18.*?
UITextField The input space cursor is gone
Topic:
UI Frameworks
SubTopic:
UIKit
I was doing an app which had several "camera" buttons each one dedicated to taking/storing/reviewing/deleting an image associated with a variable URL but what should have been a simple no brainer turned out to be a programming nightmare.
To cut a long story short there is a bug in the sheet handling wherebye even tho you have separate instance for each button the camera/picker cylcles sequentially thru the stack of instances for any action finally always placing the image in the first URL. Working with myself debugging, all major AIs (Grok, Claude, Gemini and Perplexity) after 4 x 12hr+ days we finally managed to crack a solution. What follows is Groks interpretation (note it misses the earlier problem of instance cycling!!) ...
You can follow the discussion here: https://x.com/i/grok/share/KHeaUPladURmbFq5qy9W506er
but be warned its long a detailed but if you are having problems then read ...
**Bug Report: Race Conditions with UIImagePickerController in SwiftUI Sheet
**
Environment:
SwiftUI, iOS 17.7.5
Device: iPad Pro (12.9-inch, 2nd generation)
Xcode Version: [Insert your Xcode version]
Date: March 30, 2025
**Issue 1: Multiple Instances of UIImagePickerController Spawned After Dismissal
**
Description:
When using a UIImagePickerController wrapped in a UIViewControllerRepresentable and presented via a SwiftUI .sheet, selecting "Use Photo" resulted in multiple unintended instances of the picker being initialized and presented. The console logs showed repeated "Camera initialized" and "Camera sheet appeared" messages (e.g., multiple <UIImagePickerController: 0x...> instances) after the initial dismissal, despite the sheet being dismissed programmatically.
Reproduction Steps:
Create a SwiftUI view with a button that sets a @State variable showCamera to true.
Present a UIImagePickerController via .sheet(isPresented: $showCamera).
Update a @Binding variable (e.g., photoLocation: URL?) in imagePickerController(_:didFinishPickingMediaWithInfo:) after saving the image.
Dismiss the picker with picker.dismiss(animated: true) and presentationMode.wrappedValue.dismiss().
Observe that updating the @Binding variable triggers a view re-render, causing the .sheet to re-present multiple times before finally staying dismissed.
Root Cause:
A race condition occurred between the view update (triggered by changing photoLocation) and the dismissal of the picker. During the re-render, showCamera remained true momentarily, causing the .sheet modifier to re-evaluate and spawn new picker instances before the onDismiss closure could reset showCamera to false.
The fix involved delaying the @Binding update (photoLocation) until after the picker and sheet were fully dismissed, ensuring showCamera was reset to false before the view re-rendered:
Introduced an onPhotoPicked: (URL) -> Void closure to decouple the photoLocation update from the dismissal timing.
Modified the coordinator to call onPhotoPicked and reset showCamera before initiating dismissal:swift
Issue 2: Single Unintended Picker Reopen After Initial Fix
Description:
After addressing the multiple-instance issue, a single unintended reopen of the picker persisted. The logs showed one additional "Camera initialized" and "Camera sheet appeared" after "Use Photo," before the final dismissal.
Reproduction Steps:
Reproduction Steps:
Use the initial fix with onPhotoPicked and delayed photoLocation update.
Take a photo and select "Use Photo."
Observe one extra picker instance appearing briefly before dismissal completes.
Root Cause:
The @Binding update (photoLocation) was still occurring too early in the dismissal sequence. Although delayed until after picker.dismiss, the view re-render happened while showCamera was still true during the dismissal animation, causing the .sheet to re-present once before onDismiss reset showCamera.
Resolution:
The fix ensured showCamera was set to false before the picker dismissal animation began, preventing the .sheet from re-evaluating during the transition:
Moved the dismissCamera() call (which sets showCamera to false) into the onPhotoPicked callback, executed before picker.dismiss:
CameraView(
photoLocation: $photoLocation,
storeDirectory: storeDirectory,
onPhotoPicked: { url in
print("Photo picked callback for \(id), setting photoLocation: \(url)")
self.photoLocation = url
self.cameraState.dismissCamera() // Sets showCamera to false first
}
)
Kept the dismissal sequence in the coordinator:
DispatchQueue.main.async {
self.parent.onPhotoPicked(fileURL)
picker.dismiss(animated: true) {
self.parent.presentationMode.wrappedValue.dismiss()
}
}
This synchronized the state change with the dismissal, ensuring showCamera was false before the view re-rendered, eliminating the single reopen.
Request:
Could the SwiftUI team clarify if this behavior is expected, or consider improving the .sheet modifier to better handle state transitions during UIKit controller dismissal? A more robust bridge between SwiftUI’s declarative state and UIKit’s imperative lifecycle could prevent such race conditions.
In our app clip, we open/show the full app download banner. We used to have the expected behavior, but with seemingly no changes to the app download banner code we have the following issue.
Expected behavior:
App download banner shows in app clip, user presses "Get" button, app is downloaded and installs, "Get" button changes to "Open" button (note: button is blue), user presses "Open" button and the full app is opened.
Current behavior:
App download banner shows in app clip, user presses "Get" button, app is downloaded and installs, "Get" button changes to "Open" button (note: button is now grey), user presses "Open" button but nothing happens.
With the current behavior, the full app is correctly downloaded and the appclip removes itself from the phone, but the open button does nothing.
So I am looking to use a custom NSWindow application (so I can implement some enhanced resizing/dragging behavior which is only possible overriding NSWindow).
The problem is my whole application is currently SwiftUI-based (see the project here: https://github.com/msdrigg/Roam/blob/50a2a641aa5f2fccb4382e14dbb410c1679d8b0c/Roam/RoamApp.swift).
I know there is a way to make this work by dropping my @main SwiftUI app and replacing it with a SwiftUI root view hosted in a standard AppKit root app, but that feels like I'm going backwards.
Is there another way to get access (and override) the root NSWindow for a SwiftUI app?
Hi everyone,
I'm encountering a persistent build error in a SwiftUI iOS app and I'm running out of ideas.
Setup:
My ContentView uses two @EnvironmentObjects (GameViewModel, SettingsStore). The GameViewModel has an AppState enum (.welcome, .setup, .game). The ContentView body uses a switch viewModel.currentAppState (wrapped in a Group) to display one of three different views (WelcomeView, SetupView, GameView). Navigation between states is triggered by changing viewModel.currentAppState within withAnimation blocks in the respective subviews.
Problem:
I consistently get the build error 'buildExpression' is unavailable: this expression does not conform to 'View' pointing to the lines inside the .setup and .game cases of the switch statement in ContentView.
Code (ContentView.swift - Simplified Test Version that STILL fails):
// Zweck: Steuert die Hauptnavigation basierend auf AppState
// KORRIGIERTE VERSION OHNE .animation(...) am Ende
import SwiftUI
struct ContentView: View {
// Zugriff auf das ViewModel, um den AppState zu lesen
@EnvironmentObject var viewModel: GameViewModel
// SettingsStore wird von untergeordneten Views benötigt
@EnvironmentObject var settingsStore: SettingsStore
var body: some View {
// Optional: Group um das switch-Statement, kann manchmal helfen (kannst du auch weglassen)
Group {
// Wechsle die Ansicht basierend auf viewModel.currentAppState
switch viewModel.currentAppState {
case .welcome:
WelcomeView()
// EnvironmentObjects an WelcomeView übergeben
.environmentObject(viewModel)
.environmentObject(settingsStore)
// Übergangsanimation
.transition(.opacity)
case .setup:
SetupView()
// EnvironmentObjects an SetupView übergeben
.environmentObject(viewModel)
.environmentObject(settingsStore)
// Übergangsanimation
.transition(.asymmetric(insertion: .move(edge: .trailing), removal: .move(edge: .leading)))
case .game:
GameView()
// EnvironmentObjects an GameView übergeben
.environmentObject(viewModel)
.environmentObject(settingsStore)
// Übergangsanimation
.transition(.asymmetric(insertion: .move(edge: .trailing), removal: .move(edge: .leading)))
}
} // Ende der optionalen Group
// !!! WICHTIG: KEIN .animation(...) Modifier hier !!!
}
}
// Vorschau
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
// Erstelle Instanzen für die Vorschau
let vmWelcome = GameViewModel()
vmWelcome.currentAppState = .welcome
let vmSetup = GameViewModel()
vmSetup.currentAppState = .setup
let vmGame = GameViewModel()
vmGame.currentAppState = .game
vmGame.currentCard = Card.defaultCards.first
let settings = SettingsStore()
// Zeige verschiedene Zustände in der Vorschau an
Group {
ContentView()
.environmentObject(vmWelcome)
.environmentObject(settings)
.previewDisplayName("Welcome State")
ContentView()
.environmentObject(vmSetup)
.environmentObject(settings)
.previewDisplayName("Setup State")
ContentView()
.environmentObject(vmGame)
.environmentObject(settings)
.previewDisplayName("Game State")
}
}
}
Troubleshooting Steps Taken (No Success):
Ensured correct placement of .environmentObject modifiers on subviews within the switch.
Removed a previous .animation() modifier applied directly to the switch.
Ensured state changes triggering transitions are wrapped in withAnimation.
Wrapped the switch in a Group.
Multiple "Clean Build Folder".
Deleted entire Derived Data folder (with Xcode closed).
Restarted Xcode and the Mac multiple times.
Deleted and recreated ContentView.swift with the code above.
Crucially: The errors persist even when replacing WelcomeView(), - - - --- SetupView(), and GameView() with simple Text("...") views inside the switch cases (as shown in the code snippet above).
Environment:
Xcode Version: newest
macOS Version: newest
Question:
Does anyone have any idea why the compiler would still fail to type-check this switch structure, even when the views inside are simplified to basic Text? What else could I try to diagnose or fix this? Could it be related to the subviews (SetupView/GameView) potentially having their own NavigationView or complexity, even when replaced by Text in the failing ContentView?
Thanks for any suggestions!
Topic:
UI Frameworks
SubTopic:
SwiftUI
Is it just me or does running SwiftUI apps using Xcode 16 give so many warnings and errors in the console that it's impossible to debug everything? Even the simplest gestures such as a long press generate a warning. I'm starting to ignore them, which feels negligent. Any insights/tips?
Hello, I've managed to get rid of these spaces in different ways. Using scrollview, giving negative insets, rewriting modifiers from scratch with plain style etc. But I couldn't solve this with a simple solution. I've read comments from many people experiencing similar problems online. It seems like there isn't a simple modifier to remove these spaces when we use sidebar as the list style in SwiftUI, or I couldn't find the simple solution.
I wonder what's the simplest and correct way to reset these spaces?
let numbers = Array(1...5)
@State private var selected: Int?
var body: some View {
List(numbers, id: \.self, selection: $selected) { number in
HStack {
Text("Test")
Spacer()
}
.frame(maxWidth: .infinity, alignment: .leading)
}
.listStyle(.sidebar)
}
}
WKWebView cannot load and display HTTP image resources
Topic:
UI Frameworks
SubTopic:
UIKit
Hello everyone,
The setup:
I have an iPadOS app.
The app does not require full screen (Requires full screen option is disabled).
The problem:
The app starts looking unpolished when the canvas becomes too small.
What I tried:
I am trying to limit the canvas size for our app when run in Stage Manager.
How:
I saw that UIWindowScene has sizeRestrictions. This property is not always set as per documentation:
https://developer.apple.com/documentation/uikit/uiwindowscene/sizerestrictions
From my experiments, it only works when it's run on MacOS (in compatibility mode in our case).
Console logs:
Stage Manager - Requires full screen - OFF
willConnectToSession - sizeRestrictions: nil
sceneDidBecomeActive - sizeRestrictions: nil
Stage Manager - Requires full screen - ON
willConnectToSession - sizeRestrictions: nil
sceneDidBecomeActive - sizeRestrictions: nil
Stage Manager - Requires full screen - OFF - RUN on MacOS
willConnectToSession - sizeRestrictions: Available
sceneDidBecomeActive - sizeRestrictions: Available
Question:
Is there a way to enforce this minimum canvas size?
Topic:
UI Frameworks
SubTopic:
UIKit
Is it possible to change the default save dialog that appears when creating a document based MacOS app in SwiftUI?
I have a basic FileDocument struct that gets called to a view using a DocumentGroup scene.
struct MyFile: FileDocument {
static let readableContentTypes: [UTType] = [.myFileType]
static let writeableContentTypes: [UTType] = [.myFileType]
var list: [String]
init(configuration: ReadConfiguration) throws {
let data = configuration.file.regularFileContents!
let JSONDecoder = JSONDecoder()
do {
try list = JSONDecoder.decode([String].self, from: data)
} catch {
throw CocoaError(.fileReadCorruptFile)
}
}
func fileWrapper(configuration: WriteConfiguration) throws -> FileWrapper {
let JSONEncoder = JSONEncoder()
JSONEncoder.outputFormatting = .prettyPrinted
do {
data = try JSONEncoder.encode(self.list)
} catch {
print(error.localizedDescription)
throw CocoaError(.fileWriteUnknown)
}
return .init(regularFileWithContents: data)
}
}
This gets called at the DocumentGroup
DocumentGroup(newDocument: MyFile(), editor: { document in
ContentView(document: document.$document)
})
But when I save the file, I want the save dialog that appears to have something like a 'Tags' textField that can also store information about the file.
Something similar to this: (https://i.sstatic.net/AJQ3YNb8.png)
From what I can find, there isn't much information about this other than manually creating an NSSavePanel class and overriding the current save function
I'm trying to accomplish the features in this video where the child device requests permission from parent to control scren time. Then the parent can choose apps on the childs phone from their phone.
Everything on the childs device is working exactly like in the video. However, on the parents phone, when the FamilyActivityPicker appears, it's only the apps on the parents phone and when an app is selected, nothing changes in the FamilyActivitySelection.
I found this forum post describe the same issue I am having. I have a physical device logged in the child and a simulator running as the parent.
Why can't I see the child's apps on the parents phone? Is it cause I'm running one of them on a simulator?
I'm making a custom control, specifically a checkbox next to a "label." I want the label parameter, like many in Apple's built-in controls, to take a view-building closure.
But I can't figure out the correct syntax. I looked at the declaration of Apple's NavigationLink control for clues:
public struct NavigationLink<Label, Destination> : View where Label : View, Destination : View {
/// Creates a navigation link that presents the destination view.
/// - Parameters:
/// - destination: A view for the navigation link to present.
/// - label: A view builder to produce a label describing the `destination`
/// to present.
public init(@ViewBuilder destination: () -> Destination, @ViewBuilder label: () -> Label)
But when I mimic this, the compiler complains about the body() function:
struct CheckboxItem<Label> : View where Label : View
{
let stateCheck: () -> Bool
let label: () -> any View
let boxSize: CGFloat
init(withStateCheck: @escaping () -> Bool, boxSize: CGFloat, @ViewBuilder label: @escaping () -> Label)
{
stateCheck = withStateCheck
self.label = label
self.boxSize = boxSize
}
var body: some View
{
HStack
{ <-- ERROR: "Type 'any View' cannot conform to 'View'"
Image(systemName: stateCheck() ? "checkmark.square" : "square")
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: boxSize, height: boxSize)
.foregroundColor(AppStyle.labelColor)
.opacity(0.75)
label()
}
}
}
Also, note that I had to put @escaping before my label parameter, but that's not seen in Apple's.
Any ideas?
Topic:
UI Frameworks
SubTopic:
SwiftUI