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Distributing Mac Desktop Apps using GTKMM Without AppKit/UIKit on Mac App Store
Dear DTS Engineer, I hope this message finds you well. I am currently developing a Mac desktop application using the GTKMM framework, and I have some questions regarding the distribution of such an application through the Mac App Store. Project Context: I am building a native Mac desktop application using GTKMM as the UI framework. As GTKMM does not rely on macOS's AppKit or UIKit, my application does not use these Apple-specific frameworks for the UI. Instead, GTKMM provides its own cross-platform UI components. While this approach allows me to target macOS alongside Linux and Windows, I am uncertain whether this setup will be compatible with the Mac App Store's submission guidelines. My Questions: App Store Compatibility: Is it possible to distribute a macOS desktop application built with GTKMM (without using AppKit or UIKit) on the Mac App Store? App Store Guidelines: Are there specific App Store guidelines I should be aware of when submitting a non-native, non-AppKit UI-based app, such as one using GTKMM for macOS? Notarization & Code Signing: Does my app need to use AppKit/UIKit to meet the code signing and notarization requirements, or can I proceed with signing and notarizing a GTKMM-based app? App Store Review Process: Will the absence of AppKit/UIKit affect the review process or the acceptance of the app into the Mac App Store? I would greatly appreciate any guidance or clarification on these points. If you need additional details about my development environment or the specific technologies I'm using, please let me know. Thank you for your time and assistance.
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733
Nov ’24
Android Emulator "System UI Isn't Responding" Error on macOS Monterey
Hello everyone, I’m experiencing an issue with the Android Emulator in Android Studio (version Ladybug) on my Mac running macOS Monterey (12.7). The emulator frequently displays the message “System UI isn’t responding” and then crashes. I've tried a few troubleshooting steps, including: Restarting Android Studio and the emulator. wipe data on AVD. tried to change the emulator performance from automatic to hardware but this option isn't available to me. Despite these efforts, the problem persists. Has anyone else encountered this issue? Any suggestions or solutions would be greatly appreciated!
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1.2k
Nov ’24
Wallpaper Api
Hey, I have an app that user selects wallpaper for iPhone. I want a feature that user can set wallpaper direct from app itself for lock screen and home screen not download the image and manually set the wallpaper. As my research there was a PhotoLibrary api that contains PLWallpaperImageViewController.h which allows you to set wallpaper directly. Thank You!
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1.4k
Oct ’24
Unable to change UITabbar Background color in iOS 18 for ipad
I am trying to change UITabBar background color runtime as theme changed. It is already working in iOS 17 as I am updating UITabBar.appearance().barTintColor and tintColor But for iOS first i need to change because I don't want that new elevated tabbar so I create custom tabbar controller as described in https://stackoverflow.com/questions/78631030/how-to-disable-the-new-uitabbarcontroller-view-style-in-ipados-18 Accepted Answer by awulf. And by doing this, My tabbar looks same like Old and it is working in iPhone and ipad for iOS 16, iOS 17 and iOS 18 too. But the issue is that I am unable to change my tabbar background color. I have also checked this forum: https://forums.developer.apple.com/forums/thread/761056 But not able to change I have set below 3 properties but no effect let appearance = UITabBar.appearance() appearance.backgroundColor = appearance.barTintColor = appearance.tintColor = I have created CustomTabBarController in storyboard and all working fine Also the appearance changed only once per application lifecycle. It will change color by restarting the app then it will pick last selected theme and the colors are changed. but not able to change colors runtime I have also did below code for reloading purpose tabBar.setNeedsLayout() tabBar.setNeedsDisplay() But nothing work
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1.4k
Oct ’24
Core Data: Behavior of newBackgroundContext() and Parent-Child Relationships
Hi everyone, I’m wondering about Core Data. When creating a private context using newBackgroundContext(), does it automatically set the parent to the view context, or is it independent? Additionally, if I update objects in the context created by newBackgroundContext(), will the view context automatically notice the changes, and vice versa? Lastly, are there other ways to set parent-child context relationships between contexts? I'd appreciate it if anyone could clarify this for me. Thanks in advance! 😊
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716
Sep ’24
SwiftUI NavigationSplitView - Nested List Not Animating
Hi All! I've encountered a SwiftUI NavigationSplitView bug in my app that I'd appreciate help with, I've spent quite some time trying to work out a solution to this problem. I have a main list, which has either a Location or LocationGroup. When selecting a Location, the detail view is presented. When selecting a LocationGroup, a subsequent list of Locations are presented (from the group). When tapping on any of these Locations, the NavigationStack does not animate (push the view), and when tapping back from it, it jumps to the main selection. The overall goal is to be able to present within the detail: of a NavigationSplitView a NavigationStack, and to be able to push onto that stack from both the main NavigationSplitView's list, and from the detail. I created the following sample code that reproduces the issue: ContentView.swift public enum LocationSplitViewNavigationItem: Identifiable, Hashable { case location(Location) case locationGroup(LocationGroup) public var id: UUID? { switch self { case .location(let location): return location.id case .locationGroup(let locationGroup): return locationGroup.id } } } struct ContentView: View { @State private var columnVisibility = NavigationSplitViewVisibility.doubleColumn @State private var selectedNavigationItem: LocationSplitViewNavigationItem? var body: some View { NavigationSplitView(columnVisibility: $columnVisibility) { LocationListView(selectedItem: $selectedNavigationItem, locationData: LocationSampleData(locations: LocationSampleData.sampleLocations, locationGroups: LocationSampleData.sampleLocationGroups)) } detail: { if let selectedLocation = selectedNavigationItem { switch selectedLocation { case .location(let location): LocationDetailView(selectedLocation: location) case .locationGroup(let locationGroup): LocationListView(selectedItem: $selectedNavigationItem, locationData: LocationSampleData(locations: locationGroup.locations)) } } } .navigationSplitViewStyle(.balanced) } } LocationListView.swift struct LocationListView: View { @Binding public var selectedItem: LocationSplitViewNavigationItem? var locationData: LocationSampleData var body: some View { List(selection: $selectedItem) { if let locations = locationData.locations { ForEach(locations) { location in NavigationLink(value: LocationSplitViewNavigationItem.location(location)) { Text(location.name) .bold() } } } if let locationGroups = locationData.locationGroups { ForEach(locationGroups) { locationGroup in NavigationLink(value: LocationSplitViewNavigationItem.locationGroup(locationGroup)) { Text(locationGroup.name) .bold() .foregroundStyle(.red) } } } } .navigationTitle("Saturday Spots") .navigationBarTitleDisplayMode(.large) } } LocationDetailView.swift struct LocationDetailView: View { var selectedLocation: Location var body: some View { Text(selectedLocation.name) .font(.largeTitle) .bold() .foregroundStyle(LinearGradient( colors: [.teal, .indigo], startPoint: .top, endPoint: .bottom )) .toolbarBackground( Color.orange, for: .navigationBar ) .toolbarBackground(.visible, for: .navigationBar) } } Location.swift import CoreLocation struct LocationSampleData { var locations: [Location]? var locationGroups: [LocationGroup]? static let sampleLocations: [Location]? = Location.sample static let sampleLocationGroups: [LocationGroup]? = [LocationGroup.sample] } public struct Location: Hashable, Identifiable { var name: String var coordinates: CLLocationCoordinate2D var photo: String public var id = UUID() static public let sample: [Location] = [ Location(name: "Best Bagel & Coffee", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), Location(name: "Absolute Bagels", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), Location(name: "Tompkins Square Bagels", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), Location(name: "Zabar's", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), ] static public let oneSample = Location(name: "Absolute Bagels", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf") } public struct LocationGroup: Identifiable, Hashable { var name: String var locations: [Location] public var id = UUID() static public let sample: LocationGroup = LocationGroup(name: "Bowling", locations: [ Location(name: "Frames Bowling Lounge", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), Location(name: "Bowlero Chelsea Piers", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf") ]) } extension CLLocationCoordinate2D: Hashable { public static func == (lhs: Self, rhs: Self) -> Bool { return lhs.latitude == rhs.latitude && lhs.longitude == rhs.longitude } public func hash(into hasher: inout Hasher) { hasher.combine(latitude) hasher.combine(longitude) } }
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1.7k
Sep ’24
Using CPVoiceControlTemplate in my CarPlay app to capture voice
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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Sep ’24
Problems with navigation stack inside a tab view
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 ...
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1.7k
Aug ’24
iOS 18 Beta UIPrintInteractionController present issue
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?
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Aug ’24
On Continue User Activity with Swift UI
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.
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1.9k
Aug ’24
"Add to Apple Wallet" (PKAddPassButton) title localization to device language
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?
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1.7k
Aug ’24
UlTextView erroneously overrides string attributes when applying spellchecker annotation attributes (regression)
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
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1.5k
Aug ’24
Attempting to add scrubbing to UISlider
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) } }
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Aug ’24
SwiftUI Navigation Issue: Handling Navigation Across Multiple Tabs with Separate Navigation Stacks
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?
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1.2k
Aug ’24
Disable Smart Selection feature on PKCanvasView
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.
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2.2k
Jul ’24
Xcode not recognizing GoogleMaps theme colors with Swift
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
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Jul ’24
Migrating existing SwiftUI apps to the new multi platform template
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() } } }
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2.4k
Jul ’24
Distributing Mac Desktop Apps using GTKMM Without AppKit/UIKit on Mac App Store
Dear DTS Engineer, I hope this message finds you well. I am currently developing a Mac desktop application using the GTKMM framework, and I have some questions regarding the distribution of such an application through the Mac App Store. Project Context: I am building a native Mac desktop application using GTKMM as the UI framework. As GTKMM does not rely on macOS's AppKit or UIKit, my application does not use these Apple-specific frameworks for the UI. Instead, GTKMM provides its own cross-platform UI components. While this approach allows me to target macOS alongside Linux and Windows, I am uncertain whether this setup will be compatible with the Mac App Store's submission guidelines. My Questions: App Store Compatibility: Is it possible to distribute a macOS desktop application built with GTKMM (without using AppKit or UIKit) on the Mac App Store? App Store Guidelines: Are there specific App Store guidelines I should be aware of when submitting a non-native, non-AppKit UI-based app, such as one using GTKMM for macOS? Notarization & Code Signing: Does my app need to use AppKit/UIKit to meet the code signing and notarization requirements, or can I proceed with signing and notarizing a GTKMM-based app? App Store Review Process: Will the absence of AppKit/UIKit affect the review process or the acceptance of the app into the Mac App Store? I would greatly appreciate any guidance or clarification on these points. If you need additional details about my development environment or the specific technologies I'm using, please let me know. Thank you for your time and assistance.
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733
Activity
Nov ’24
Android Emulator "System UI Isn't Responding" Error on macOS Monterey
Hello everyone, I’m experiencing an issue with the Android Emulator in Android Studio (version Ladybug) on my Mac running macOS Monterey (12.7). The emulator frequently displays the message “System UI isn’t responding” and then crashes. I've tried a few troubleshooting steps, including: Restarting Android Studio and the emulator. wipe data on AVD. tried to change the emulator performance from automatic to hardware but this option isn't available to me. Despite these efforts, the problem persists. Has anyone else encountered this issue? Any suggestions or solutions would be greatly appreciated!
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2
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1.2k
Activity
Nov ’24
Wallpaper Api
Hey, I have an app that user selects wallpaper for iPhone. I want a feature that user can set wallpaper direct from app itself for lock screen and home screen not download the image and manually set the wallpaper. As my research there was a PhotoLibrary api that contains PLWallpaperImageViewController.h which allows you to set wallpaper directly. Thank You!
Replies
1
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0
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1.4k
Activity
Oct ’24
Unable to change UITabbar Background color in iOS 18 for ipad
I am trying to change UITabBar background color runtime as theme changed. It is already working in iOS 17 as I am updating UITabBar.appearance().barTintColor and tintColor But for iOS first i need to change because I don't want that new elevated tabbar so I create custom tabbar controller as described in https://stackoverflow.com/questions/78631030/how-to-disable-the-new-uitabbarcontroller-view-style-in-ipados-18 Accepted Answer by awulf. And by doing this, My tabbar looks same like Old and it is working in iPhone and ipad for iOS 16, iOS 17 and iOS 18 too. But the issue is that I am unable to change my tabbar background color. I have also checked this forum: https://forums.developer.apple.com/forums/thread/761056 But not able to change I have set below 3 properties but no effect let appearance = UITabBar.appearance() appearance.backgroundColor = appearance.barTintColor = appearance.tintColor = I have created CustomTabBarController in storyboard and all working fine Also the appearance changed only once per application lifecycle. It will change color by restarting the app then it will pick last selected theme and the colors are changed. but not able to change colors runtime I have also did below code for reloading purpose tabBar.setNeedsLayout() tabBar.setNeedsDisplay() But nothing work
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1.4k
Activity
Oct ’24
Core Data: Behavior of newBackgroundContext() and Parent-Child Relationships
Hi everyone, I’m wondering about Core Data. When creating a private context using newBackgroundContext(), does it automatically set the parent to the view context, or is it independent? Additionally, if I update objects in the context created by newBackgroundContext(), will the view context automatically notice the changes, and vice versa? Lastly, are there other ways to set parent-child context relationships between contexts? I'd appreciate it if anyone could clarify this for me. Thanks in advance! 😊
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716
Activity
Sep ’24
SwiftUI NavigationSplitView - Nested List Not Animating
Hi All! I've encountered a SwiftUI NavigationSplitView bug in my app that I'd appreciate help with, I've spent quite some time trying to work out a solution to this problem. I have a main list, which has either a Location or LocationGroup. When selecting a Location, the detail view is presented. When selecting a LocationGroup, a subsequent list of Locations are presented (from the group). When tapping on any of these Locations, the NavigationStack does not animate (push the view), and when tapping back from it, it jumps to the main selection. The overall goal is to be able to present within the detail: of a NavigationSplitView a NavigationStack, and to be able to push onto that stack from both the main NavigationSplitView's list, and from the detail. I created the following sample code that reproduces the issue: ContentView.swift public enum LocationSplitViewNavigationItem: Identifiable, Hashable { case location(Location) case locationGroup(LocationGroup) public var id: UUID? { switch self { case .location(let location): return location.id case .locationGroup(let locationGroup): return locationGroup.id } } } struct ContentView: View { @State private var columnVisibility = NavigationSplitViewVisibility.doubleColumn @State private var selectedNavigationItem: LocationSplitViewNavigationItem? var body: some View { NavigationSplitView(columnVisibility: $columnVisibility) { LocationListView(selectedItem: $selectedNavigationItem, locationData: LocationSampleData(locations: LocationSampleData.sampleLocations, locationGroups: LocationSampleData.sampleLocationGroups)) } detail: { if let selectedLocation = selectedNavigationItem { switch selectedLocation { case .location(let location): LocationDetailView(selectedLocation: location) case .locationGroup(let locationGroup): LocationListView(selectedItem: $selectedNavigationItem, locationData: LocationSampleData(locations: locationGroup.locations)) } } } .navigationSplitViewStyle(.balanced) } } LocationListView.swift struct LocationListView: View { @Binding public var selectedItem: LocationSplitViewNavigationItem? var locationData: LocationSampleData var body: some View { List(selection: $selectedItem) { if let locations = locationData.locations { ForEach(locations) { location in NavigationLink(value: LocationSplitViewNavigationItem.location(location)) { Text(location.name) .bold() } } } if let locationGroups = locationData.locationGroups { ForEach(locationGroups) { locationGroup in NavigationLink(value: LocationSplitViewNavigationItem.locationGroup(locationGroup)) { Text(locationGroup.name) .bold() .foregroundStyle(.red) } } } } .navigationTitle("Saturday Spots") .navigationBarTitleDisplayMode(.large) } } LocationDetailView.swift struct LocationDetailView: View { var selectedLocation: Location var body: some View { Text(selectedLocation.name) .font(.largeTitle) .bold() .foregroundStyle(LinearGradient( colors: [.teal, .indigo], startPoint: .top, endPoint: .bottom )) .toolbarBackground( Color.orange, for: .navigationBar ) .toolbarBackground(.visible, for: .navigationBar) } } Location.swift import CoreLocation struct LocationSampleData { var locations: [Location]? var locationGroups: [LocationGroup]? static let sampleLocations: [Location]? = Location.sample static let sampleLocationGroups: [LocationGroup]? = [LocationGroup.sample] } public struct Location: Hashable, Identifiable { var name: String var coordinates: CLLocationCoordinate2D var photo: String public var id = UUID() static public let sample: [Location] = [ Location(name: "Best Bagel & Coffee", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), Location(name: "Absolute Bagels", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), Location(name: "Tompkins Square Bagels", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), Location(name: "Zabar's", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), ] static public let oneSample = Location(name: "Absolute Bagels", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf") } public struct LocationGroup: Identifiable, Hashable { var name: String var locations: [Location] public var id = UUID() static public let sample: LocationGroup = LocationGroup(name: "Bowling", locations: [ Location(name: "Frames Bowling Lounge", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), Location(name: "Bowlero Chelsea Piers", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf") ]) } extension CLLocationCoordinate2D: Hashable { public static func == (lhs: Self, rhs: Self) -> Bool { return lhs.latitude == rhs.latitude && lhs.longitude == rhs.longitude } public func hash(into hasher: inout Hasher) { hasher.combine(latitude) hasher.combine(longitude) } }
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Sep ’24
Using CPVoiceControlTemplate in my CarPlay app to capture voice
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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Sep ’24
Problems with navigation stack inside a tab view
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 ...
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Aug ’24
iOS 18 Beta UIPrintInteractionController present issue
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?
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Aug ’24
On Continue User Activity with Swift UI
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.
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Aug ’24
"Add to Apple Wallet" (PKAddPassButton) title localization to device language
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?
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Aug ’24
UlTextView erroneously overrides string attributes when applying spellchecker annotation attributes (regression)
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
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1.5k
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Aug ’24
Attempting to add scrubbing to UISlider
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) } }
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Aug ’24
SwiftUI Navigation Issue: Handling Navigation Across Multiple Tabs with Separate Navigation Stacks
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?
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Aug ’24
Disable Smart Selection feature on PKCanvasView
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.
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Jul ’24
Xcode not recognizing GoogleMaps theme colors with Swift
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
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Jul ’24
Migrating existing SwiftUI apps to the new multi platform template
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() } } }
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Jul ’24