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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A Summary of the WWDC25 Group Lab - UI Frameworks
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for UI Frameworks. How would you recommend developers start adopting the new design? Start by focusing on the foundational structural elements of your application, working from the "top down" or "bottom up" based on your application's hierarchy. These structural changes, like edge-to-edge content and updated navigation and controls, often require corresponding code modifications. As a first step, recompile your application with the new SDK to see what updates are automatically applied, especially if you've been using standard controls. Then, carefully analyze where the new design elements can be applied to your UI, paying particular attention to custom controls or UI that could benefit from a refresh. Address the large structural items first then focus on smaller details is recommended. Will we need to migrate our UI code to Swift and SwiftUI to adopt the new design? No, you will not need to migrate your UI code to Swift and SwiftUI to adopt the new design. The UI frameworks fully support the new design, allowing you to migrate your app with as little effort as possible, especially if you've been using standard controls. The goal is to make it easy to adopt the new design, regardless of your current UI framework, to achieve a cohesive look across the operating system. What was the reason for choosing Liquid Glass over frosted glass, as used in visionOS? The choice of Liquid Glass was driven by the desire to bring content to life. The see-through nature of Liquid Glass enhances this effect. The appearance of Liquid Glass adapts based on its size; larger glass elements look more frosted, which aligns with the design of visionOS, where everything feels larger and benefits from the frosted look. What are best practices for apps that use customized navigation bars? The new design emphasizes behavior and transitions as much as static appearance. Consider whether you truly need a custom navigation bar, or if the system-provided controls can meet your needs. Explore new APIs for subtitles and custom views in navigation bars, designed to support common use cases. If you still require a custom solution, ensure you're respecting safe areas using APIs like SwiftUI's safeAreaInset. When working with Liquid Glass, group related buttons in shared containers to maintain design consistency. Finally, mark glass containers as interactive. For branding, instead of coloring the navigation bar directly, consider incorporating branding colors into the content area behind the Liquid Glass controls. This creates a dynamic effect where the color is visible through the glass and moves with the content as the user scrolls. I want to know why new UI Framework APIs aren’t backward compatible, specifically in SwiftUI? It leads to code with lots of if-else statements. Existing APIs have been updated to work with the new design where possible, ensuring that apps using those APIs will adopt the new design and function on both older and newer operating systems. However, new APIs often depend on deep integration across the framework and graphics stack, making backward compatibility impractical. When using these new APIs, it's important to consider how they fit within the context of the latest OS. The use of if-else statements allows you to maintain compatibility with older systems while taking full advantage of the new APIs and design features on newer systems. If you are using new APIs, it likely means you are implementing something very specific to the new design language. Using conditional code allows you to intentionally create different code paths for the new design versus older operating systems. Prefer to use if #available where appropriate to intentionally adopt new design elements. Are there any Liquid Glass materials in iOS or macOS that are only available as part of dedicated components? Or are all those materials available through new UIKit and AppKit views? Yes, some variations of the Liquid Glass material are exclusively available through dedicated components like sliders, segmented controls, and tab bars. However, the "regular" and "clear" glass materials should satisfy most application requirements. If you encounter situations where these options are insufficient, please file feedback. If I were to create an app today, how should I design it to make it future proof using Liquid Glass? The best approach to future-proof your app is to utilize standard system controls and design your UI to align with the standard system look and feel. Using the framework-provided declarative API generally leads to easier adoption of future design changes, as you're expressing intent rather than specifying pixel-perfect visuals. Pay close attention to the design sessions offered this year, which cover the design motivation behind the Liquid Glass material and best practices for its use. Is it possible to implement your own sidebar on macOS without NSSplitViewController, but still provide the Liquid Glass appearance? While technically possible to create a custom sidebar that approximates the Liquid Glass appearance without using NSSplitViewController, it is not recommended. The system implementation of the sidebar involves significant unseen complexity, including interlayering with scroll edge effects and fullscreen behaviors. NSSplitViewController provides the necessary level of abstraction for the framework to handle these details correctly. Regarding the SceneDelagate and scene based life-cycle, I would like to confirm that AppDelegate is not going away. Also if the above is a correct understanding, is there any advice as to what should, and should not, be moved to the SceneDelegate? UIApplicationDelegate is not going away and still serves a purpose for application-level interactions with the system and managing scenes at a higher level. Move code related to your app's scene or UI into the UISceneDelegate. Remember that adopting scenes doesn't necessarily mean supporting multiple scenes; an app can be scene-based but still support only one scene. Refer to the tech note Migrating to the UIKit scene-based life cycle and the Make your UIKit app more flexible WWDC25 session for more information.
Topic: UI Frameworks SubTopic: General
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736
Jun ’25
Closure with typed throws stored as a View property crashes on iOS 17
I've encountered an issue where storing a throws(PermissionError) closure as a property inside a SwiftUI View causes a runtime crash on iOS 17, while it works correctly on iOS 18. Here’s an example of the affected code: enum PermissionError: Error { case denied } struct PermissionCheckedView<AllowedContent: View, DeniedContent: View>: View { var protectedView: () throws(PermissionError) -> AllowedContent var deniedView: (PermissionError) -> DeniedContent init( @ViewBuilder protectedView: @escaping () throws(PermissionError) -> AllowedContent, @ViewBuilder deniedView: @escaping (PermissionError) -> DeniedContent ) { self.protectedView = protectedView self.deniedView = deniedView } public var body: some View { switch Result(catching: protectedView) { case .success(let content): content case .failure(let error): deniedView(error) } } } @main struct TestApp: App { var body: some Scene { WindowGroup { PermissionCheckedView { } deniedView: { _ in } } } } Specifically this is the stack trace (sorry for the picture I didn't know how to get the txt): If I use var protectedView: () throws -> AllowedContent without typed throws it works.
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300
Feb ’25
INUIHostedViewControlling ViewController's Life Cycle Events not being Called
I am implementing a new Intents UI Extension and am noticing that the viewWillDisappear, viewDidDisappear, and deinit methods are not being called on my UIViewController that implements INUIHostedViewControlling, when pressing the "Done" button and dismissing the UIViewController. This causes the memory for the UI Extension to slowly increase each time I re-run the UI Extension until it reaches the 120MB limit and crashes. Any ideas as to what's going on here and how to solve this issue? Worth noting that while the memory does continuously increase on iOS versions before iOS 17, only in 17 and later does the 120MB memory limit kick in and crash the extension.
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532
Feb ’25
Difficulty Localizing App Display Name Based on Region in iOS.
I have an application named "XY" that has been launched in several countries. Now, I intend to launch it in Turkey, but we are facing legal issues preventing us from using "XY" as the app's display name. Following the documentation, I localized the app's display name to "ZX" for both Turkish and English (Turkey). However, when users change their device settings, they do not see an option for English (Turkey) language selection. I assumed that for Turkish users, English (Turkey) would be the default language, but this is not the case. Could someone please assist me in resolving this issue? I've investigated options for localizing the display name based on region, but it seems that this functionality isn't feasible on iOS. In contrast, it's relatively straightforward to achieve on Android platforms.
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451
Mar ’25
not work paragraphStyle in AttributedString
I tried to create a Text View using attributedString. I want to set the line height using paragraphStyle and return the Text, but paragraphStyle is not being applied. Why is that? extension Text { init?(_ content: String, font: StyleType, color: Color = .ppBlack) { var attributedString = AttributedString(content) attributedString.font = Font.custom(font.fontWeight, fixedSize: font.fontSize) attributedString.foregroundColor = color let paragraphStyle = NSMutableParagraphStyle() paragraphStyle.minimumLineHeight = 16 paragraphStyle.maximumLineHeight = 16 paragraphStyle.lineSpacing = 0 attributedString.mergeAttributes(.init([.paragraphStyle: paragraphStyle])) self = Text(attributedString) } }
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340
Feb ’25
Hide the TabBar while navigating between screens in Xcode Swift for iOS 16 or later.
Hey, I am developing my app in Swift using Xcode for iOS 16 or later. I want to implement the navigation behavior found in apps like WhatsApp or Instagram, where navigating from the feed to a user's profile keeps the tab bar visible. Then, when opening a chat from the profile, a new view appears, leaving the profile view behind along with the tab bar. I have this code as a base to achieve this, but when navigating from View 1 to View 2, it applies the effect that should only happen in View 3. I haven't been able to prevent View 2 from using this effect and limit it only to View 3. Can anyone help me??? import SwiftUI struct ContentView: View { @State private var path: [String] = [] // Controls the navigation stack in View1 var body: some View { NavigationStack(path: $path) { TabView { View1(path: $path) .tabItem { Label("View 1", systemImage: "1.circle") } View4() .tabItem { Label("View 4", systemImage: "4.circle") } } .navigationDestination(for: String.self) { value in if value == "View3" { View3(path: $path) // View3 outside the TabView } } } } } struct View1: View { @Binding var path: [String] var body: some View { VStack { Text("View 1 with TabBar") Button("Go to View 2") { path.append("View2") // Adds View2 to the stack } } .navigationDestination(for: String.self) { value in if value == "View2" { View2(path: $path) } } } } struct View2: View { @Binding var path: [String] var body: some View { VStack { Text("View 2 with TabBar") Button("Go to View 3 (Without TabBar)") { path.append("View3") // Adds View3 to the stack } } } } struct View3: View { @Binding var path: [String] var body: some View { VStack { Text("View 3 without TabBar") .font(.largeTitle) .padding() Button("Go Back") { path.removeLast() // Returns to View2 } } } } struct View4: View { var body: some View { Text("View 4 with TabBar") } }
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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302
Feb ’25
NSTextAttachment lagging in textkit 2
I have an attributedString with 100 NSTextAttachments(contains image of 400kb). When i scroll the textview, it is lagging, When i did the same in textkit 1, it is butter smooth. It can be because of how textkit 1 & 2 layout the elements. let attachment = NSTextAttachment() attachment.image = UIImage(named: "image2") let attachmentString = NSAttributedString(attachment: attachment) let mutableAttributedString = NSMutableAttributedString(attributedString: textView.attributedText) for _ in 0...100 { mutableAttributedString.append(NSAttributedString(string: "\n")) mutableAttributedString.append(attachmentString) } textView.attributedText = mutableAttributedString How to handle images in textkit 2 so that it feels smooth while scrolling textview?
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487
Feb ’25
Crash in __UIKitSharedArtworkManager
Hi, We have received reports about crash when creating a UIButton: let button = UIButton(type: .infoLight) The exception is bad access: Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Subtype: KERN_INVALID_ADDRESS at 0x0000000000000074 Exception Codes: 0x0000000000000001, 0x0000000000000074 VM Region Info: 0x74 is not in any region. Bytes before following region: 4298211212 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL UNUSED SPACE AT START ---> __TEXT 100318000-100324000 [ 48K] r-x/r-x SM=COW /var/containers/Bundle/Application/E8912E1B-FFD8-49AF-A78A-7AA8805FDB95/My App/My App Termination Reason: SIGNAL 11 Segmentation fault: 11 Terminating Process: exc handler [550] and the main thread is crashing with the following stack trace: Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 UIKitCore 0x197e27a58 ____UIKitSharedArtworkManager_block_invoke + 116 1 libdispatch.dylib 0x19cfe2fa8 _dispatch_client_callout + 20 2 libdispatch.dylib 0x19cfe47f4 _dispatch_once_callout + 32 3 UIKitCore 0x197c3bb10 __UIKitSharedArtworkManager + 64 4 UIKitCore 0x197c3b5b0 _UIImageWithNameAndTraitCollection + 172 5 UIKitCore 0x197cbc180 _UIImageWithName + 44 6 UIKitCore 0x197c3be80 +[UIImage _systemImageNamed:fallback:withConfiguration:] + 132 7 UIKitCore 0x197a8c550 +[UIButton _defaultImageForType:andState:withConfiguration:] + 360 8 UIKitCore 0x197c1bc38 +[UIButton buttonWithType:] + 124 9 MapboxMaps 0x105f23fdc InfoButtonOrnament.init() + 400 10 MapboxMaps 0x105f2424c @objc InfoButtonOrnament.init() + 20 11 MapboxMaps 0x105fd8d80 MapView.setupManagers() + 1476 12 MapboxMaps 0x105fd8788 MapView.commonInit(mapInitOptions:overridingStyleURI:) + 1284 13 MapboxMaps 0x105fe2bcc specialized MapView.init(frame:mapInitOptions:) + 1500 14 MapboxMaps 0x105fd78cc MapView.init(frame:mapInitOptions:) + 20 15 mapbox_maps_flutter 0x10858c1dc MapboxMapController.init(withFrame:mapInitOptions:channelSuffix:registrar:pluginVersion:eventTypes:) + 496 16 mapbox_maps_flutter 0x10858f274 specialized MapboxMapFactory.create(withFrame:viewIdentifier:arguments:) + 2312 17 mapbox_maps_flutter 0x10858e8e8 @objc MapboxMapFactory.create(withFrame:viewIdentifier:arguments:) + 128 18 Flutter 0x10a99eb88 0x10a980000 + 125832 19 Flutter 0x10af474bc 0x10a980000 + 6059196 20 Flutter 0x10a9c3d38 0x10a980000 + 277816 21 libdispatch.dylib 0x19cfe1248 _dispatch_call_block_and_release + 32 22 libdispatch.dylib 0x19cfe2fa8 _dispatch_client_callout + 20 23 libdispatch.dylib 0x19cff1a34 _dispatch_main_queue_drain + 984 24 libdispatch.dylib 0x19cff164c _dispatch_main_queue_callback_4CF + 44 25 CoreFoundation 0x19529abcc __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 16 26 CoreFoundation 0x1952971c0 __CFRunLoopRun + 1996 27 CoreFoundation 0x1952e9284 CFRunLoopRunSpecific + 588 28 GraphicsServices 0x1e25554c0 GSEventRunModal + 164 29 UIKitCore 0x197e32674 -[UIApplication _run] + 816 30 UIKitCore 0x197a58e88 UIApplicationMain + 340 31 My App 0x1003244e8 main + 64 32 dyld 0x1bb541de8 start + 2724 Has anyone experienced this? Could it be a bug in UIKit? Cheers, Roman Laitarenko
Topic: UI Frameworks SubTopic: UIKit
4
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333
Feb ’25
AppKit: presentAsModalWindow doesn't center the presented window on macOS 15
When I present a view controller, whose view is a SwiftUI View, via presentAsModalWindow(_:) the presented window is no longer centered horizontally to the screen, but rather its origin is there. I know this issue occurs for macOS 15.2+, but can't tell if it is from 15.0+. I couldn't find any documentation on why was this changed. Here's an example code that represents my architecture: class RootViewController: NSViewController { private lazy var button: NSButton = NSButton( title: "Present", target: self, action: #selector(presentView)) override func viewDidLoad() { super.viewDidLoad() // Add button to tree } @objc func presentView() { presentAsModalWindow(PresentedViewController()) } } class PresentedViewController: NSViewController { override loadView() { view = NSHostingView(rootView: MyView()) } } struct MyView: View { /* impl */ }
Topic: UI Frameworks SubTopic: AppKit Tags:
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0
181
Mar ’25
Crash when rendering CALayer using UIGraphicsImageRenderer on background thread
Hello! I’m experiencing a crash in my iOS/iPadOS app related to a CALayer rendering process. The crash occurs when attempting to render a UIImage on a background thread. The crashes are occurring in our production app, and while we can monitor them through Crashlytics, we are unable to reproduce the issue in our development environment. Relevant Code I have a custom view controller that handles rendering CALayers onto images. This method creates a CALayer on the main thread and then starts a detached task to render this CALayer into a UIImage. The whole idea is learnt from this StackOverflow post: https://stackoverflow.com/a/77834613/9202699 Here are key parts of my implementation: class MyViewController: UIViewController { @MainActor func renderToUIImage(size: CGSize, itemsToDraw: [MyDrawingItem], transform: CGAffineTransform) async -> UIImage? { // Create CALayer and add it to the view. CATransaction.begin() let customLayer = MyDrawingLayer() customLayer.setupContent(itemsToDraw: itemsToDraw) // Position the frame off-screen to it hidden. customLayer.frame = CGRect( origin: CGPoint(x: -100 - size.width, y: -100 - size.height), size: size) customLayer.masksToBounds = true customLayer.drawsAsynchronously = true view.layer.addSublayer(customLayer) CATransaction.commit() // Render CALayer to UIImage in background thread. let image = await Task.detached { customLayer.setNeedsDisplay() let renderer = UIGraphicsImageRenderer(size: size) let image = renderer.image { // CRASH happens on this line let cgContext = $0.cgContext cgContext.saveGState() cgContext.concatenate(transform) customLayer.render(in: cgContext) cgContext.restoreGState() } return image }.value // Remove the CALayer from the view. CATransaction.begin() customLayer.removeFromSuperlayer() CATransaction.commit() return image } } class MyDrawingLayer: CALayer { var itemsToDraw: [MyDrawingItem] = [] func setupContent(itemsToDraw: [MyDrawingItem]) { self.itemsToDraw = itemsToDraw } override func draw(in ctx: CGContext) { for item in itemsToDraw { // Render the item to the context (example pseudo-code). // All items are thread-safe to use. // Things to draw may include CGPath, CGImages, UIImages, NSAttributedString, etc. item.draw(in: ctx) } } } Crash Log The crash occurs at the following location: Crashed: com.apple.root.default-qos.cooperative 0 MyApp 0x5cb300 closure #1 in closure #1 in MyViewController.renderToUIImage(size: CGSize, itemsToDraw: [MyDrawingItem], transform: CGAffineTransform) + 4313002752 (<compiler-generated>:4313002752) 1 MyApp 0x5cb300 closure #1 in closure #1 in MyViewController.renderToUIImage(size: CGSize, itemsToDraw: [MyDrawingItem], transform: CGAffineTransform) + 4313002752 (<compiler-generated>:4313002752) 2 MyApp 0x1a4578 AnyModifier.modified(for:) + 4308649336 (<compiler-generated>:4308649336) 3 MyApp 0x7b4e64 thunk for @escaping @callee_guaranteed (@guaranteed UIGraphicsPDFRendererContext) -> () + 4315008612 (<compiler-generated>:4315008612) 4 UIKitCore 0x1489c0 -[UIGraphicsRenderer runDrawingActions:completionActions:format:error:] + 324 5 UIKitCore 0x14884c -[UIGraphicsRenderer runDrawingActions:completionActions:error:] + 92 6 UIKitCore 0x148778 -[UIGraphicsImageRenderer imageWithActions:] + 184 7 MyApp 0x5cb1c0 closure #1 in MyViewController.renderToUIImage(size: CGSize, itemsToDraw: [MyDrawingItem], transform: CGAffineTransform) + 100 (FileName.swift:100) 8 libswift_Concurrency.dylib 0x60f5c swift::runJobInEstablishedExecutorContext(swift::Job*) + 252 9 libswift_Concurrency.dylib 0x62514 swift_job_runImpl(swift::Job*, swift::SerialExecutorRef) + 144 10 libdispatch.dylib 0x15ec0 _dispatch_root_queue_drain + 392 11 libdispatch.dylib 0x166c4 _dispatch_worker_thread2 + 156 12 libsystem_pthread.dylib 0x3644 _pthread_wqthread + 228 13 libsystem_pthread.dylib 0x1474 start_wqthread + 8 Questions Is it safe to run UIGraphicsImageRenderer.image on the background thread? Given that I want to leverage GPU rendering, what are some best practices for rendering images off the main thread while ensuring stability? Are there alternatives to using UIGraphicsImageRenderer for background rendering that can still take advantage of GPU rendering? It is particularly interesting that the crash logs indicate the error may be related to UIGraphicsPDFRendererContext (crash log line number 3). It would be very helpful if someone could explain the connection between starting and drawing on a UIGraphicsImageRenderer and UIGraphicsPDFRendererContext. Any insights or guidance on this issue would be greatly appreciated. Thanks!!!
1
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612
Feb ’25
App Clip show "App Clip Unavailable" only when the main app is not installed
After uploading the app to App Store Connect, Apple automatically generated a Default App Clip Link. However, the App Clip card only opens successfully if the main app is already installed on the device. If the main app is not installed, the App Clip card displays an image and the message "App Clip Unavailable" What could cause this behavior, and how do I ensure the App Clip works without requiring the main app to be installed?
1
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409
Feb ’25
SFSafariViewController's preferred colors are invalidated after rotation
There are two issues about SFSafariViewController. After rotate from landscape to portrait, The topAnchor is destroyed. The specified bar tint color and control tint color are invalidated.(Returns to system color) Regarding the second issue, I’ve found a temporary workaround. Override the viewWillTransition(to:with:) and keep it empty. Don't call super.viewWillTransition(to:with:). Since UIKit is not open source, I don’t know the exact cause, but I found something that could be the key to the issue. So, I reported it to Apple Feedback Assistant. You can check the details and the sample project in the GitHub repository below. https://github.com/ueunli/SafariViewer
0
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312
Feb ’25
NSDocumentController subclass with remembered document options
Hi all, I am trying to allow users of my app to select extra options when opening documents, and to remember those options when re-opening documents at launch. So far best idea I have is: Subclass NSDocumentController to provide an NSOpenPanel.accessoryView with the options Create a URL bookmark for each opened file and keep a mapping of bookmarks to options On launch and when the recent documents list changes, prune the stored mappings to match only the recent items Has anyone done this before, or know of a better approach? Thank you.
Topic: UI Frameworks SubTopic: AppKit
0
0
323
Feb ’25
Embedding a NavigationSplitView inside a NavigationStack
Embedding a NavigationStack inside the detail view of a NavigationSplitView is described by the Apple documentation: https://developer.apple.com/documentation/swiftui/navigationsplitview However, I would like to do the opposite: embedding a NavigationSplitView inside a NavigationStack. I have found no hint in the documentation about why this shouldn't be possible, but it does not appear to be working consistently. There are many use cases where you might want to do this. E.g. you have an eBook reader that starts with a list of books (e.g. a Grid inside a NavigationStack), and when you open a book, you end up in a NavigationSplitView showing the chapter hierarchy in a sidebar. Here, you wouldn't want to have the list of books as a second sidebar, but would want an option to go back to the list of books at any time. The following trivial example correctly displays a NavigationSplitView on iPadOS, but results in an empty view on iOS: NavigationStack { NavigationSplitView { List { Text("Element1") Text("Element2") } } detail: { Text("Detail") } } Is there a workaround?
Topic: UI Frameworks SubTopic: SwiftUI
2
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312
Feb ’25
How do I properly mix SwiftUI Views with Auto Layout Constraint animations?
I have a SwiftUI View I've introduced to a UIKit app, using UIHostingController. The UIView instance that contains the SwiftUI view is animated using auto layout constraints. In this code block, when a view controller's viewDidAppear method I'm creating the hosting controller and adding its view as a subview of this view controller's view, in addition to doing the Container View Controller dance. override func viewDidAppear(_ animated: Bool) { super.viewDidAppear(animated) let hostingViewController = UIHostingController(rootView: TestView()) hostingViewController.view.translatesAutoresizingMaskIntoConstraints = false addChild(hostingViewController) view.addSubview(hostingViewController.view) let centerXConstraint = hostingViewController.view.centerXAnchor.constraint(equalTo: view.centerXAnchor) let topConstraint = hostingViewController.view.topAnchor.constraint(equalTo: view.topAnchor) widthConstraint = hostingViewController.view.widthAnchor.constraint(equalToConstant: 361) heightConstraint = hostingViewController.view.heightAnchor.constraint(equalToConstant: 342) NSLayoutConstraint.activate([centerXConstraint, topConstraint, widthConstraint, heightConstraint]) hostingViewController.didMove(toParent: self) self.hostingViewController = hostingViewController } I add a button to the UI which will scale the UIHostingViewController by adjusting its height and width constraints. When it's tapped, this action method runs. @IBAction func animate(_ sender: Any) { widthConstraint.constant = 120.3 heightConstraint.constant = 114.0 UIView.animate(withDuration: 0.5) { self.view.layoutIfNeeded() } } The problem is, the SwiftUI view's contents "jump" at the start of the animation to the final height, then animate into place. I see this both using UIView.animate the UIKit way, or creating a SwiftUI animation and calling `UIView. What else do I need to add to make this animate smoothly?
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465
Feb ’25
SwiftUI SimultaneousGesture with RotateGesture and MagnifyGesture fails if only one gesture is recognized
I'm trying to combine a RotateGesture and a MagnifyGesture within a single SwiftUI view using SimultaneousGesture. My goal is to allow users to rotate and zoom an image (potentially at the same time). However, I’m running into a problem: If only one gesture (say, the magnification) starts and finishes without triggering the other (rotation), it seems that the rotation gesture is considered "failed." After that, no further .onChanged or .onEnded callbacks fire for either gesture until the user lifts their fingers and starts over. Here’s a simplified version of my code: struct ImageDragView: View { @State private var scale: CGFloat = 1.0 @State private var lastScale: CGFloat = 1.0 @State private var angle: Angle = .zero @State private var lastAngle: Angle = .zero var body: some View { Image("Stickers3") .resizable() .aspectRatio(contentMode: .fit) .frame(height: 100) .rotationEffect(angle, anchor: .center) .scaleEffect(scale) .gesture(combinedGesture) } var combinedGesture: some Gesture { SimultaneousGesture( RotateGesture(minimumAngleDelta: .degrees(8)), MagnifyGesture() ) .onChanged { combinedValue in if let magnification = combinedValue.second?.magnification { let minScale = 0.2 let maxScale = 5.0 let newScale = magnification * lastScale scale = max(min(newScale, maxScale), minScale) } if let rotation = combinedValue.first?.rotation { angle = rotation + lastAngle } } .onEnded { _ in lastScale = scale lastAngle = angle } } } If I pinch and rotate together (or just rotate), both gestures work as expected. But if I only pinch (or, sometimes, if the rotation amount doesn’t meet minimumAngleDelta), subsequent gestures don’t trigger the .onChanged or .onEnded callbacks anymore, as if the entire gesture sequence is canceled. I found that setting minimumAngleDelta: .degrees(0) helps because then rotation almost never fails. But I’d like to understand why this happens and whether there’s a recommended way to handle the situation where one gesture might be recognized but not the other, without losing the gesture recognition session entirely. Is there a known workaround or best practice for combining a pinch and rotate gesture where either one might occur independently, but we still want both gestures to remain active? Any insights would be much appreciated!
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271
Mar ’25
Playground SwiftUI on iPad wont save .png image using fileExporter.
The SwiftUI Playground code below demonstrates that a .jpeg image can be read and written to the iOS file system. While, a.png image can only be read; the writing request appears to be ignored. Can anyone please tell me how to code to save a .png image using SwiftUI to the iOS file system. Code: import SwiftUI import UniformTypeIdentifiers /* (Copied from Playground 'Help' menu popup.) UIImage Summary An object that manages image data in your app. You use image objects to represent image data of all kinds, and the UIImage class is capable of managing data for all image formats supported by the underlying platform. Image objects are immutable, so you always create them from existing image data, such as an image file on disk or programmatically created image data. An image object may contain a single image or a sequence of images for use in an animation. You can use image objects in several different ways: Assign an image to a UIImageView object to display the image in your interface. Use an image to customize system controls such as buttons, sliders, and segmented controls. Draw an image directly into a view or other graphics context. Pass an image to other APIs that might require image data. Although image objects support all platform-native image formats, it’s recommended that you use PNG or JPEG files for most images in your app. Image objects are optimized for reading and displaying both formats, and those formats offer better performance than most other image formats. Because the PNG format is lossless, it’s especially recommended for the images you use in your app’s interface. Declaration class UIImage : NSObject UIImage Class Reference */ @main struct MyApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ImageFileDoc: FileDocument { static var readableContentTypes = [UTType.jpeg, UTType.png] static var writableContentTypes = [UTType.jpeg, UTType.png] var someUIImage: UIImage = UIImage() init(initialImage: UIImage = UIImage()) { self.someUIImage = initialImage } init(configuration: ReadConfiguration) throws { guard let data = configuration.file.regularFileContents, let some = UIImage(data: data) else { throw CocoaError(.fileReadCorruptFile) } self.someUIImage = some } func fileWrapper(configuration: WriteConfiguration) throws -> FileWrapper { switch configuration.contentType { case UTType.png: if let data = self.someUIImage.pngData() { return .init(regularFileWithContents: data) } case UTType.jpeg: if let data = self.someUIImage.jpegData(compressionQuality: 1.0) { return .init(regularFileWithContents: data) } default: break } throw CocoaError(.fileWriteUnknown) } } struct ContentView: View { @State private var showingExporterPNG = false @State private var showingExporterJPG = false @State private var showingImporter = false @State var message = "Hello, World!" @State var document: ImageFileDoc = ImageFileDoc() @State var documentExtension = "" var body: some View { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundColor(.accentColor) Text(message) Button("export") { if documentExtension == "png" { message += ", showingExporterPNG is true." showingExporterPNG = true } if documentExtension == "jpeg" { message += ", showingExporterJPG is true." showingExporterJPG = true } } .padding(20) .border(.white, width: 2.0) .disabled(documentExtension == "") Button("import") { showingImporter = true } .padding(20) .border(.white, width: 2.0) Image(uiImage: document.someUIImage) .resizable() .padding() .frame(width: 300, height: 300) } // exporter .png .fileExporter(isPresented: $showingExporterPNG, document: document, contentType: UTType.png) { result in switch result { case .success(let url): message += ", .\(documentExtension) Saved to \(url.lastPathComponent)" case .failure(let error): message += ", Some error saving file: " + error.localizedDescription } } // exporter .jpeg .fileExporter(isPresented: $showingExporterJPG, document: document, contentType: UTType.jpeg) { result in switch result { case .success(let url): message += ", .\(documentExtension) Saved to \(url.lastPathComponent)" case .failure(let error): message += ", Some error saving file: " + error.localizedDescription } } // importer .fileImporter(isPresented: $showingImporter, allowedContentTypes: [.png, .jpeg]) { result in switch result { case .failure(let error): message += ", Some error reading file: " + error.localizedDescription case .success(let url): let gotAccess = url.startAccessingSecurityScopedResource() if !gotAccess { message += ", Unable to Access \(url.lastPathComponent)" return } documentExtension = url.pathExtension guard let fileContents = try? Data(contentsOf: url) else { message += ",\n\nUnable to read file: \(url.lastPathComponent)\n\n" url.stopAccessingSecurityScopedResource() return } url.stopAccessingSecurityScopedResource() message += ", Read file: \(url.lastPathComponent)" message += ", path extension is '\(documentExtension)'." if let uiImage = UIImage(data: fileContents) { self.document.someUIImage = uiImage }else{ message += ", File Content is not an Image." } } } } }
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371
Feb ’25
QuickLook Library updated text tampered on PDF
We were using below delegate methods from QuickLook to get modified PDF file URL after the sketching But we are not able see the multi line text properly laid out on PDF and part of text missing. Same time Other pencil kit tools are working as expected. `func previewController(_ controller: QLPreviewController, didSaveEditedCopyOf previewItem: QLPreviewItem, at modifiedContentsURL: URL) func previewController(_ controller: QLPreviewController, didUpdateContentsOf previewItem: any QLPreviewItem)` We tested all code in iOS 18.2. Please let us know if the text edited URL on PDF can be retrieved in any possible way without tampering text
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403
Feb ’25
Reduce padding, spacing between list section header and search bar
Anyone know how to reduce the padding between list section header (plain style) and search bar? I have tried all available method on google but none work. The default list style does not have this big padding/space between the section header and the search bar. struct Demo: View { @State private var searchText: String = "" var body: some View { NavigationStack { List { Section { ForEach(0..<100) { index in Text("Sample value for \(index)") } } header: { Text("Header") .font(.headline) } } .listStyle(.plain) .navigationTitle("Demo") .navigationBarTitleDisplayMode(.inline) .searchable(text: $searchText) } } }
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247
Feb ’25
SensorKit Data Not Retrieving
I have received permission from Apple to access SensorKit data for my app. I have granted all necessary permissions, but no data is being retrieved. The didCompleteFetch method is being called, but I’m unsure where to find event data like Device Usage and Ambient Light. Additionally, the didFetchResult method is never called. Could anyone please assist me in resolving this issue? Any guidance or troubleshooting steps would be greatly appreciated. import SensorKit class ViewController: UIViewController, SRSensorReaderDelegate { let store = SRSensorReader(sensor: .deviceUsageReport) override func viewDidLoad() { super.viewDidLoad() requestSensorAuthorization() } func requestSensorAuthorization() { var sensors: Set<SRSensor> = [ .accelerometer, .deviceUsageReport, .messagesUsageReport, .visits, .keyboardMetrics, .phoneUsageReport, .ambientLightSensor ] if #available(iOS 16.4, *) { sensors.insert(.mediaEvents) } SRSensorReader.requestAuthorization(sensors: sensors) { error in if let error = error { print("Authorization failed: \(error.localizedDescription)") } else { self.store.startRecording() self.requestSensorData() print("Authorization granted for requested sensors.") } } } func requestSensorData() { let fromTime = SRAbsoluteTime.fromCFAbsoluteTime(_cf: Date().addingTimeInterval(-60 * 60).timeIntervalSinceReferenceDate) let toTime = SRAbsoluteTime.fromCFAbsoluteTime(_cf: Date().timeIntervalSinceReferenceDate) let request = SRFetchRequest() request.from = fromTime request.to = toTime request.device = SRDevice.current store.fetch(request) store.delegate = self } func sensorReader(_ reader: SRSensorReader, didCompleteFetch fetchRequest: SRFetchRequest) { print("Fetch request completed: \(fetchRequest.from) to \(fetchRequest.to)") Task { do { let samples = try await reader.fetch(fetchRequest) print("Samples count: \(samples)") } catch { print("Error Fetching Data: \(error.localizedDescription)") } } } func sensorReader(_ reader: SRSensorReader, fetching fetchRequest: SRFetchRequest, didFetchResult result: SRFetchResult<AnyObject>) -> Bool { print(result) return true } }
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229
Mar ’25
[iOS, SwiftUI] UiRefreshControl.tintColor is not the same as given one
Hello! I'm trying to set a UiRefreshControl.tintColor: .onAppear { UIRefreshControl.appearance().tintColor = UIColor.systemBlue } But instead of I get The color in the second picture is a high contrast version of the first one. I can't understand why it works this way. I also tried the following. UIRefreshControl.appearance().tintColor = UIColor(red: 0, green: 0.478, blue: 1, alpha: 1) // doesn't work UIRefreshControl.appearance().tintColor = UIColor(named: "RefreshControlColor") // doesn't work, here set "High contrast" on and indicated Universal.systemBlueColor Perhaps I missed something?
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202
Feb ’25