I have a CarPlay navigation app and I would like to allow the user to speak an address and have our app search at that location.
In the Waze app, it provides a button to tap, then it brings up a CPVoiceControlTemplate and you can give it directions or a location and it will then show you search results including the text you spoke as the title. I assume that app would have the same limitations as I do, so I am wondering how another app might do this?
It was suggested that I use an App Intent with suggested phrases and then a Shortcut could perform the action. Is there documentation on this somewhere or am I going in the wrong direction here?
Obviously Waze is doing what I am wanting so there must be a way. Can anyone point me in the right direction?
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So basically, if I put a .navigationModifier inside of a NavigationStack that's inside of a TabView, AND I supply a path argument to NavigationStack. I get this error:
Do not put a navigation destination modifier inside a "lazy” container, like `List` or `LazyVStack`. These containers create child views only when needed to render on screen. Add the navigation destination modifier outside these containers so that the navigation stack can always see the destination. There's a misplaced `navigationDestination(for:destination:)` modifier for type `NavPath`. It will be ignored in a future release.
Does TabView or NavigationStack suddenly become lazy when I put the path parameter in? It also causes weird unexplained behavior if I start removing tabs using state, but I do think I'm not supposed to do that.
Code for reference:
var body: some View {
@Bindable var nm = navManager
TabView{
NavigationStack(path: $nm.pathStack){
HomeView() // A custom view
.navigationDestination(for: NavPath.self) { np in // NavPath is a custom struct that's hashable
switch np.pathId {
case "home":
NavigationLazyView(HomeView()) // Ignore the NavigationLazyView, does not affect
...
I have a UIViewController that presents a UIPrintInteractionController when a user selects the print button on the UI. The problem is starting in iOS 18 (currently using beta 7) when the print controller is presented the UIViewController's viewWillAppear() is being called. This did not happen in earlier iOS releases and is causing unwanted behavior in the app. Is this a bug or will this be the behavior going forward?
Hi All,
I'm very new to iOS development and Swift UI is my first coding language. I'm trying to link the users search results in Spotlight with the detail view that is stored in Core Data. I can search for users data in spotlight but when I tap on it, it's only appearing in the main view of the app. Is there anyways that I can use .onContinueUserActivity at the launch of the app or is there any different code that I have to use? I've searched for many articles but I couldn't get a solution. It would be good if anyone can share some links or guide here. Thank you.
.onContinueUserActivity(DetailView.productUserActivityType) { userActivity in
if let product = try? userActivity.typedPayload(Product.self) {
selectedProduct = product.id.uuidString
}
}
I get this code from Apple's State restoration app but I can't use this with Core Data.
Hi there! My app supports one language by default Ukrainian (uk) and does not support multiple languages. In Xcode settings "Development Language" is set to Ukrainian by default also. I have a PKAddPassButton on a ViewController and "Add to Apple Wallet" always appears in Ukrainian (Tested on real device iOS 15/16/17). Apple's "Getting Started with Apple Pay: In-App Provisioning, Verification, Security, and Wallet Extensions” document states that "The Add to Apple Wallet button adapts to the device language and the light and dark appearances, but the issuer app needs to adapt the language of the row selector text." When I change device language to French the “Add to Apple Wallet” button does not change to French. I created a fresh swift app, added PKAddPassButton the "Add to Apple Wallet" button, General -> Language & Region changed the device language to French, etc, but the "Add to Apple Wallet" button is always in English. Has anyone run into the same issue? How to adapt the "Add to Apple Wallet" button to the device system language?
UITextView erroneously overrides string attributes when applying spellchecker annotation attributes.
It doesn't need any particular setting. Default UITextView instance with attributed text
let textView = UITextView(usingTextLayoutManager: true)
textView.spellCheckingType = .yes
Once spellcheck attributes get applied, other attributes like foreground color get applied to the misspelled words. This behavior happens only on Mac Catalyst, and started to appear on macOS 14 or newer.
Please check the Xcode project that demonstrates the issue https://github.com/user-attachments/files/16689336/TextEditor-FB14165227.zip
Open TextEditor project
Select "My Mac (Mac Catalyst)" build destination
Run the project. A window with a text area should appear
Select the whole text (either using mouse or keyboard command+a)
Observe how foregroundColor changes to text (this is the issue)
That eventually led to crash 💥
This bug is reported to Apple FB14165227
How to capture program crash exceptions with swift UI
I made a custom slider by subclassing UISlider, and I'm trying to add scrubbing functionality to it, but for some reason the scrubbing is barely even noticeable at 0.1? In my code, I tried multiplying change in x distance by the scrubbing value, but it doesn't seem to work. Also, when I manually set the scrubbing speed to a lower value such as 0.01, it does go slower but it looks really laggy and weird?? What am I doing wrong?
Any help or advice would be greatly appreciated!
Subclass of UISlider:
class SizeSliderView: UISlider {
private var previousLocation: CGPoint?
private var currentLocation: CGPoint?
private var translation: CGFloat = 0
private var scrubbingSpeed: CGFloat = 1
private var defaultDiameter: Float
init(startValue: Float = 0, defaultDiameter: Float = 500) {
self.defaultDiameter = defaultDiameter
super.init(frame: .zero)
value = clamp(value: startValue, min: minimumValue, max: maximumValue)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw(_ rect: CGRect) {
super.draw(rect)
clear()
createThumbImageView()
addTarget(self, action: #selector(valueChanged(_:)), for: .valueChanged)
}
// Clear elements
private func clear() {
tintColor = .clear
maximumTrackTintColor = .clear
backgroundColor = .clear
thumbTintColor = .clear
}
// Call when value is changed
@objc private func valueChanged(_ sender: SizeSliderView) {
CATransaction.begin()
CATransaction.setDisableActions(true)
CATransaction.commit()
createThumbImageView()
}
// Create thumb image with thumb diameter dependent on thumb value
private func createThumbImageView() {
let thumbDiameter = CGFloat(defaultDiameter * value)
let thumbImage = UIColor.red.circle(CGSize(width: thumbDiameter, height: thumbDiameter))
setThumbImage(thumbImage, for: .normal)
setThumbImage(thumbImage, for: .highlighted)
setThumbImage(thumbImage, for: .application)
setThumbImage(thumbImage, for: .disabled)
setThumbImage(thumbImage, for: .focused)
setThumbImage(thumbImage, for: .reserved)
setThumbImage(thumbImage, for: .selected)
}
// Return true so touches are tracked
override func beginTracking(_ touch: UITouch, with event: UIEvent?) -> Bool {
let location = touch.location(in: self)
// Ensure that start location is on thumb
let thumbDiameter = CGFloat(defaultDiameter * value)
if location.x < bounds.width / 2 - thumbDiameter / 2 || location.x > bounds.width / 2 + thumbDiameter / 2 || location.y < 0 || location.y > thumbDiameter {
return false
}
previousLocation = location
super.beginTracking(touch, with: event)
return true
}
// Track based on moving slider
override func continueTracking(_ touch: UITouch, with event: UIEvent?) -> Bool {
guard isTracking else { return false }
guard let previousLocation = previousLocation else { return false }
// Reference
// location: location of touch relative to device
// delta location: change in touch location WITH scrubbing
// adjusted location: location of touch to slider bounds (WITH scrubbing)
// translation: location of slider relative to device
let location = touch.location(in: self)
currentLocation = location
scrubbingSpeed = getScrubbingSpeed(for: location.y - 50)
let deltaLocation = (location.x - previousLocation.x) * scrubbingSpeed
var adjustedLocation = deltaLocation + previousLocation.x - translation
if adjustedLocation < 0 {
translation += adjustedLocation
adjustedLocation = deltaLocation + previousLocation.x - translation
} else if adjustedLocation > bounds.width {
translation += adjustedLocation - bounds.width
adjustedLocation = deltaLocation + previousLocation.x - translation
}
self.previousLocation = CGPoint(x: deltaLocation + previousLocation.x, y: location.y)
let newValue = Float(adjustedLocation / bounds.width) * (maximumValue - minimumValue) + minimumValue
setValue(newValue, animated: false)
sendActions(for: .valueChanged)
return true
}
// Reset start and current location
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
self.currentLocation = nil
self.translation = 0
super.touchesEnded(touches, with: event)
}
// Thumb location follows current location and resets in middle
override func thumbRect(forBounds bounds: CGRect, trackRect rect: CGRect, value: Float) -> CGRect {
let thumbDiameter = CGFloat(defaultDiameter * value)
let origin = CGPoint(x: (currentLocation?.x ?? bounds.width / 2) - thumbDiameter / 2, y: (currentLocation?.y ?? thumbDiameter / 2) - thumbDiameter / 2)
return CGRect(origin: origin, size: CGSize(width: thumbDiameter, height: thumbDiameter))
}
private func getScrubbingSpeed(for value: CGFloat) -> CGFloat {
switch value {
case 0:
return 1
case 0...50:
return 0.5
case 50...100:
return 0.25
case 100...:
return 0.1
default:
return 1
}
}
private func clamp(value: Float, min: Float, max: Float) -> Float {
if value < min {
return min
} else if value > max {
return max
} else {
return value
}
}
}
UIView representative:
struct SizeSlider: UIViewRepresentable {
private var startValue: Float
private var defaultDiameter: Float
init(startValue: Float, defaultDiameter: Float) {
self.startValue = startValue
self.defaultDiameter = defaultDiameter
}
func makeUIView(context: Context) -> SizeSliderView {
let view = SizeSliderView(startValue: startValue, defaultDiameter: defaultDiameter)
view.minimumValue = 0.1
view.maximumValue = 1
return view
}
func updateUIView(_ uiView: SizeSliderView, context: Context) {}
}
Content view:
struct ContentView: View {
var body: some View {
SizeSlider(startValue: 0.20, defaultDiameter: 100)
.frame(width: 400)
}
}
I'm working on a SwiftUI application that uses programmatic navigation with enums in a NavigationStack. My app is structured around a TabView with different tabs, each having its own navigation stack. I need to navigate to the same view from different tabs, but each tab has a separate navigation stack with custom paths.
Here's a simplified version of my setup:
class AppState: ObservableObject {
@Published var selectedTab: Tab = .feeds
@Published var tabANavigation: [TabANavDestination] = []
@Published var tabBNavigation: [TabBNavDestination] = []
}
enum TabANavDestination: Hashable {
case itemList()
case itemDetails(String)
}
enum TabBNavDestination: Hashable {
case storeList()
case itemList()
case itemDetails(String)
}
For example:
TabA: ItemsListScreen -> DetailsScreen.
TabB: StoreList -> ItemsListScreen -> DetailsScreen
I want to navigate from ItemsListScreen to DetailsScreen, but I can't use the same method to append the navigation state in both tabs:
appState.tabANavigation.append(.itemDetails(id))
How can I manage navigation across these different tabs, ensuring that the same screen (e.g., DetailsScreen) is accessible from different paths and tabs with their own navigation stacks? What’s the best approach to handle this scenario in a complex navigation setup?
I've been trying to disable the "Smart Selection" feature introduced in https://developer.apple.com/wwdc20/10107 from a PKCanvasView. This feature could be very useful for some apps but if you want to start from a clean state canvas it might get in your way as you add gestures and interactions.
Is there any way to opt out from it?
The #WWDC20-10107 video demonstrates the "Smart Selection" feature at around 1:27.
In iOS18, Not able to use the UITabBarControllerDelegate.tabBarController(:didSelectTab:previousTab:) function. Since it have duplicate parameter name for didselectTab and previousTab , we're getting Invalid redeclaration of 'tab' error.
I have an Xcode project written in Objc where Xcode recognizes GoogleMaps code (GMS SDK 9) and applies appropriate theme colors. I'm porting the app into Swift and Xcode does not seem recognize GMS code for theme colors. The theme otherwise works and the Swift/GMS code works (ie the app works).
I've tried 'Clean All Targets', deleting the DerivedData folder, cleaning the Xcode cache, re-installing the GMS SDK (both CocoaPod & manual methods) etc. When the Swift project is re-opened, Xcode shows the project is being re-indexed. After indexing, the rest of the code is 'colorized' - but not the GMS code.
Both StackOverflow & StackExchange rejected this question. And Apple Developer Support has not been able to help (Case ID: 102334926141).
Any advice will be greatly appreciated.
TIA
we found new crash about UIFont since iOS 18 beta published.This crash never occurred on previous operating system. Can anyone give the answer that how to fix it and tell whether later beta version might fix it.
I have an iOS 13 app that I’m hoping to release soon that is written entirely in SwiftUI. If I was starting from scratch today, I’d obviously use the new multi platform template which looks awesome.... But since I’m not starting from scratch, what are the recommendations/best practices for existing apps?
Is there a path for migrating existing apps to take advantage of the new app structure (below) when moving to iOS 14?
@main
struct HelloWorld: App {
var body: some Scene {
WindowGroup {
Text(“Hello, world!”).padding()
}
}
}
navigationController.popToRootViewController(animated: true) does not work on Xcode 16 / iOS 18 Simulator. However, setting animated: to false works fine.
This is only happening on iOS 18 / Xcode 16.
I've defined a custom layout container by having a struct conform to Layout and implementing the appropriate methods, and it works as expected.
The problem comes when trying to display Image, as they are shown squished when just using the .resizable() view modifier, not filling the container when using .scaledToFit() or extending outside of the expected bounds when using .scaledToFill().
I understand that this is the intended behaviour of these modifiers, but I would like to replicate UIImageView's scaledAspectFill.
I know that this can usually be achieved by doing:
Image("adriana-wide")
.resizable()
.scaledToFill()
.frame(width: 200, height: 200)
.clipped()
But hardcoding the frame like that defeats the purpose of using the Layout, plus I wouldn't have direct access to the correct sizes, either.
The only way I've managed to make it work is by having a GeometryReader per image, so that the expected frame size is known and can bet set, but this is cumbersome and not really reusable.
GalleryGridLayout() {
GeometryReader { geometry in
Image("adriana-wide")
.resizable()
.scaledToFill()
.frame(width: geometry.size.width, height: geometry.size.height)
.clipped()
}
[...]
}
Is there a more elegant, and presumably efficient as well as reusable, way of achieving the desired behaviour?
Here's the code of the Layout.
Anyone else get these warnings when using UI Tab Bar in visionOS? Are these detrimental to pushing my visionOS app to the App Review Team?
import SwiftUI
import UIKit
struct HomeScreenWrapper: UIViewControllerRepresentable {
func makeUIViewController(context: Context) -> UITabBarController {
let tabBarController = UITabBarController()
// Home View Controller
let homeVC = UIHostingController(rootView: HomeScreen())
homeVC.tabBarItem = UITabBarItem(title: "Home", image: UIImage(systemName: "house"), tag: 0)
// Brands View Controller
let brandsVC = UIHostingController(rootView: BrandSelection())
brandsVC.tabBarItem = UITabBarItem(title: "Brands", image: UIImage(systemName: "bag"), tag: 1)
tabBarController.viewControllers = [homeVC, brandsVC]
return tabBarController
}
func updateUIViewController(_ uiViewController: UITabBarController, context: Context) {
// Update the UI if needed
}
}
struct HomeScreenWrapper_Previews: PreviewProvider {
static var previews: some View {
HomeScreenWrapper()
}
}
Hi team,
Currently, I am using two Modal prompts consecutively to display force update popups based on a condition. However, there's an issue where the UI thread is occasionally not binding properly after dismissing the first prompt. Please ensure that after dismissing the first prompt, the second prompt is not bound.
After reviewing everything, I understand this is an iOS core library binding issue and it's occurring from the latest iOS version onwards. Could you please provide me with a solution to resolve this issue?
Thank you!
I am trying to change the colour of the "Back" from blue to white but having difficulty do so, if anyone can suggest me a better way to do it would be grateful.
"import UIKit
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
let appearance = UINavigationBarAppearance()
appearance.configureWithOpaqueBackground()
appearance.backgroundColor = UIColor(red: 0.216, green: 0.776, blue: 0.349, alpha: 1)
appearance.titleTextAttributes = [.foregroundColor: UIColor.white]
appearance.largeTitleTextAttributes = [.foregroundColor: UIColor.white]
UINavigationBar.appearance().standardAppearance = appearance
UINavigationBar.appearance().scrollEdgeAppearance = appearance
UINavigationBar.appearance().tintColor = .white
return true
}
}"
I just noticed that when closing a new document with edits in MacOS Sonoma that it skips the Save/Don't Save/Cancel panel and goes directly to default NSSavePanel with Delete/Cancel/Save buttons. The problem is that when I click "Delete" nothing happens. It should have simple solution, but I could not find anything. How does one respond to the "Delete" button?
My undocumented (as far as I can tell) hack was to implement
document:didSave:contextinfo
selector for runModalSavePanelForSaveOperation. It appears that in this method for a new document:
Delete button has didSave=YES (even though it did not save) and the document fileURL nil
Cancel button has didSave=NO and document fileURL nil
Save button has didSave=YES and document filieURL to saved file
I can handle Delete button this way, but since it is not a documented method, it make me uncomfortable. For example what happens is user clicks "Save", but the save has an error?
As an aside, since Apple is now working with ChatGPT, I thought it might provide some help. I asked it how I can respond to "Delete" button in MacOS Sonoma and it said to implement deleteDocument: in your NSDocument subclass.
I pointed out to ChatGPT that deleteDocument: does not exist. It said "you are correct" and you should instead check the returned result from runModalSavePanelForSaveOperation and look for "stop" action.
I pointed out to ChatGPT that runModalSavePanelForSaveOperation is void and does not return a result, it said again, "you are correct." It gave a third option which basically said to override runModalSavePanelForSaveOperation and build your own save panel from scratch. I didn't know if I should trust this answer. I reverted to my hack and wrote this post.
Also ChatGPT never apologized for wasting my time with the wrong answers.