It looks like Xcode 16 has changed this behaviour so I'm not sure if this is a bug or not.
When a SwiftUI Button wraps a UIImageView and the button style is .plain the button doesn't work without setting isUserInteractionEnabled.
struct ContentView: View {
var body: some View {
Button {
print("Hello World!")
} label: {
UITestImage()
}
.buttonStyle(.plain)
}
}
struct UITestImage: UIViewRepresentable {
func makeUIView(context: Context) -> UIImageView {
let view = UIImageView()
// view.isUserInteractionEnabled = true // Fix
view.image = UIImage(systemName: "plus")
view.contentMode = .scaleAspectFit
view.setContentCompressionResistancePriority(.defaultLow, for: .horizontal)
view.setContentCompressionResistancePriority(.defaultLow, for: .vertical)
view.layoutMargins = .zero
return view
}
public func updateUIView(_ uiView: UIImageView, context: Context) {}
}
This feels unexpected, is this a bug?
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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When you try to present medium height popover from the bottom of iPhone view then popover is clipped in iOS18 but works in old devices
Sample code
Button("Show Popover") {
showPopover.toggle()
}
.popover(
isPresented: $showPopover,
arrowDirection: arrowDirection
) {
conent
}
Result
In a SwiftUI app for MacOS, vertical sliders that I'd created using a rotationEffect of 90° disappeared when I upgraded to Sonoma 14.5 (23F79). With rotations less than 90°, the slider is still visible, but its button is enlarged, growing in size as the rotation angle approaches 90°.
Note that the sliders still work, even when rotated by 90° and invisible!
The screenshot and code below demonstrates the problem, which did not exist in MacOS 14.2.1
struct ContentView: View {
@State var speed = CGFloat(1)
var body: some View {
HStack {
let angle: [Double] = [0, 45, 80, 85, 90]
ZStack {
ForEach(0...4, id: \.self) { i in
ZStack () {
Rectangle()
Slider(value: $speed,
in: 0...10
)
}
.frame(width: 100, height: 10)
.rotationEffect(.degrees(angle[i]))
.offset(x: CGFloat(i * 100) - 180)
}
}
}
.padding()
.frame(width: 600, height: 200)
}
}
#Preview {
ContentView()
}
Topic:
UI Frameworks
SubTopic:
SwiftUI
With the introduction of the new matchedTransitionSource from iOS 18, we can apply a zoom transition in the navigation view using .navigationTransition(.zoom) This works well for zoom animations.
However, when I try to apply a matched geometry effect to views that are similar in the source and destination views, the zoom transition works, but those views don't transition seamlessly as they do with a matched geometry effect.
Is it possible to still use matched geometry for subviews of the source and destination views along with the new navigationTransition?
Here’s a little demo that reproduces this behaviour:
struct ContentView: View {
let colors: [[Color]] = [
[.red, .blue, .green],
[.yellow, .purple, .brown],
[.cyan, .gray]
]
@Namespace() var namespace
var body: some View {
NavigationStack {
Grid(horizontalSpacing: 50, verticalSpacing: 50) {
ForEach(colors, id: \.hashValue) { rowColors in
GridRow {
ForEach(rowColors, id: \.self) { color in
NavigationLink {
DetailView(color: color, namespace: namespace)
.navigationTransition(
.zoom(
sourceID: color,
in: namespace
)
)
.edgesIgnoringSafeArea(.all)
} label: {
ZStack {
RoundedRectangle(cornerRadius: 5)
.foregroundStyle(color)
.frame(width: 48, height: 48)
Image(systemName: "star.fill")
.foregroundStyle(Material.bar)
.matchedGeometryEffect(id: color,
in: namespace,
properties: .frame, isSource: false)
}
}
.matchedTransitionSource(id: color, in: namespace)
}
}
}
}
}
}
}
struct DetailView: View {
var color: Color
let namespace: Namespace.ID
var body: some View {
ZStack {
color
Image(systemName: "star.fill")
.resizable()
.foregroundStyle(Material.bar)
.matchedGeometryEffect(id: color,
in: namespace,
properties: .frame, isSource: false)
.frame(width: 100, height: 100)
}
.navigationBarHidden(false)
}
}
#Preview {
ContentView()
}
Hello everyone,
I'm working on a SwiftUI app that requires location services, and I've implemented a LocationManager class to handle location updates and permissions. However, I'm facing an issue where the location permission popup does not appear when the app is launched.
Here is my current implementation:
LocationManager.swift:
import CoreLocation
import SwiftUI
class LocationManager: NSObject, ObservableObject, CLLocationManagerDelegate {
private let locationManager = CLLocationManager()
@Published var userLocation: CLLocation?
@Published var isAuthorized = false
@Published var authorizationStatus: CLAuthorizationStatus = .notDetermined
override init() {
super.init()
locationManager.delegate = self
checkAuthorizationStatus()
}
func startLocationUpdates() {
locationManager.startUpdatingLocation()
}
func stopLocationUpdates() {
locationManager.stopUpdatingLocation()
}
func requestLocationAuthorization() {
print("Requesting location authorization")
DispatchQueue.main.async {
self.locationManager.requestWhenInUseAuthorization()
}
}
private func checkAuthorizationStatus() {
print("Checking authorization status")
authorizationStatus = locationManager.authorizationStatus
print("Initial authorization status: \(authorizationStatus.rawValue)")
handleAuthorizationStatus(authorizationStatus)
}
func locationManagerDidChangeAuthorization(_ manager: CLLocationManager) {
print("Authorization status changed")
authorizationStatus = manager.authorizationStatus
print("New authorization status: \(authorizationStatus.rawValue)")
handleAuthorizationStatus(authorizationStatus)
}
private func handleAuthorizationStatus(_ status: CLAuthorizationStatus) {
switch status {
case .authorizedAlways, .authorizedWhenInUse:
DispatchQueue.main.async {
self.isAuthorized = true
self.startLocationUpdates()
}
case .notDetermined:
requestLocationAuthorization()
case .denied, .restricted:
DispatchQueue.main.async {
self.isAuthorized = false
self.stopLocationUpdates()
print("Location access denied or restricted")
}
@unknown default:
DispatchQueue.main.async {
self.isAuthorized = false
self.stopLocationUpdates()
}
}
}
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
DispatchQueue.main.async {
self.userLocation = locations.last
}
}
func locationManager(_ manager: CLLocationManager, didFailWithError error: Error) {
print("Location manager error: \(error.localizedDescription)")
}
}
MapzinApp.swift:
@main
struct MapzinApp: App {
@UIApplicationDelegateAdaptor(AppDelegate.self) var delegate
@StateObject private var locationManager = LocationManager()
var body: some Scene {
WindowGroup {
Group {
if locationManager.authorizationStatus == .notDetermined {
Text("Determining location authorization status...")
} else if locationManager.isAuthorized {
CoordinatorView()
.environmentObject(locationManager)
} else {
Text("Location access is required to use this app. Please enable it in Settings.")
}
}
}
}
}
Log input:
Checking authorization status
Initial authorization status: 0
Requesting location authorization
Authorization status changed
New authorization status: 0
Requesting location authorization
Despite calling requestWhenInUseAuthorization() when the authorization status is .notDetermined, the permission popup never appears. Here are the specific steps I have taken:
Checked the Info.plist to ensure the necessary keys for location usage are present:
NSLocationWhenInUseUsageDescription
NSLocationAlwaysUsageDescription
NSLocationAlwaysAndWhenInUseUsageDescription
Verified that the app's target settings include location services capabilities.
Tested on a real device to ensure it's not a simulator issue.
I'm not sure what I might be missing. Any advice or suggestions to resolve this issue would be greatly appreciated. Thank you!
For whatever reason SwiftUI sheets don't seem to be resizable anymore.
The exact same code/project produces resizable Sheets in XCode 15.4 but unresizable ones with Swift included in Xcode 16 beta 2.
Tried explicitly providing .fixedSize(horizontal false, vertical: false) everywhere humanly possible hoping for a fix but sheets are still stuck at an awkward size (turns out be the minWidth/minHeight if I provide in .frame).
Hi, I can't get onScrollPhaseChange to fire when using a List. It works as expected when using a ScollView and LazyVStack.
Interestingly, onScrollGeometryChange gets called as expected for both List and ScrollView.
Has anyone successfully used onScrollPhaseChange with a List?
I have arrived at a certain architectural solution for my SwiftUI code which is helped by, in certain situations, modifying the state while the body is being evaluated.
Of course, I am always open to realizing that a given solution may be creating difficulties precisely because it is fundamentally ill-advised. However, in this post I won't attempt to explain the details of my architecture or justify my reasoning regarding wanting to change the state in the middle of a view update. I just want to ask, why exactly is it prohibited? Is it not rather like normal recursion, which can of course produce infinite loops if done wrong but which is perfectly logically sound as long as the recursing function eventually stabilizes?
Topic:
UI Frameworks
SubTopic:
SwiftUI
I am running into an issue with UITabBarController in a Catalyst app when building under Xcode 16 and running on macOS 15.
If a UITabBarController is used, the tabs are presented in an unwanted title/toolbar at the top of the window. If you have an app where your views run to the top of the window, this can obscure the content and controls that are near the top.
I created a sample application that is attached to the Feedback record (FB14293963). When building under Xcode 15, this is what the app looks like:
Under Xcode 16, it looks like this:
Beyond this simple example, using UITabBarController in a presented view controller can result in the tabs not showing at all. Also, If you switch the view in the main window to something that isn't a UITabBarController, the tabs still remain at the top.
This seems to stem from the tab bar/sidebar changes for iPadOS 18. While this approach can work for simpler apps, it may not work well at all for more complex apps and there really needs to be a way to opt out of this behavior so apps where it is not suited for can still take advantage of features in iPadOS/Catalyst 18.
Has anyone discovered a workaround or way to disable the new tab bar behavior with having to write their own version of UITabBarController?
Hi, I'm working on visionOS and find I can't get onDisappear event just on the first window after app launch. It comes like that:
WindowGroup(id:"WindowA"){
MyView()
.onDisappear(){
print("WindowA disappear")
}
}
WindowGroup(id:"WindowB"){
MyView()
.onDisappear(){
print("WindowB disappear")
}
}
WindowGroup(id:"WindowC"){
MyView()
.onDisappear(){
print("WindowC disappear")
}
}
When the app first launch, it will open WindowA automatically
And then I open WindowB and WindowC programatically.
Then I tap the close button on window bar below window.
If I close WindowB/WindowC, I can receive onDisappear event
If I close WindowA, I can't receive onDisappear event
If I reopen WindowA after it is closed and then close it again by tap the close button below window, I can receive onDisappear event
Is there any logic difference for the first window on app launch? How can I get onDisappear Event for it.
I'm using Xcode 16 beta 2
Hi folks,
I've used a NavigationSplitView within one of the tabs of my app since iOS 16, but with the new styling in iOS 18 the toolbar region looks odd. In other tabs using e.g. simple stacks, the toolbar buttons are horizontally in line with the new tab picker, but with NavigationSplitView, the toolbar leaves a lot of empty space at the top (see below). Is there anything I can do to adjust this, or alternatively, continue to use the old style?
Thanks!
Hello, community and Apple engineers. I need your help.
Our app has the following issue: NavigationStack pushes a view twice if the NavigationStack is inside TabView and NavigationStack uses a navigation path of custom Hashable elements.
Our app works with issues in Xcode 18 Beta 13 + iOS 18.0. The same issue happened on previous beta versions of Xcode 18.
The issue isn’t represented in iOS 17.x and everything worked well before iOS 18.0 beta releases.
I was able to represent the same issue in a clear project with two simple views. I will paste the code below.
Several notes:
We use a centralised routing system in our app where all possible routes for navigation path are implemented in a View extension called withAppRouter().
We have a enum RouterDestination that contains all possible routes and is resolved in withAppRouter() extension.
We use Router class that contains @Published var path: [RouterDestination] = [] and this @Published property is bound to NavigationStack. In the real app, we need to have an access to this path property for programmatic navigation purposes.
Our app uses @ObservableObject / @StateObject approach.
import SwiftUI
struct ContentView: View {
@StateObject private var router = Router()
var body: some View {
TabView {
NavigationStack(path: $router.path) {
NavigationLink(value: RouterDestination.next, label: {
Label("Next", systemImage: "plus.circle.fill")
})
.withAppRouter()
}
}
}
}
enum RouterDestination: Hashable {
case next
}
struct SecondView: View {
var body: some View {
Text("Screen 2")
}
}
class Router: ObservableObject {
@Published var path: [RouterDestination] = []
}
extension View {
func withAppRouter() -> some View {
navigationDestination(for: RouterDestination.self) { destination in
switch destination {
case .next:
return SecondView()
}
}
}
}
Below you can see the GIF with the issue:
What I tried to do:
Use iOS 17+ @Observable approach. It didn’t help.
Using @State var path: [RouterDestination] = [] directly inside View seems to help. But it is not what we want as we need this property to be @Published and located inside Router class where we can get an access to it, and use for programmatic navigation if needed.
I ask Apple engineers to help with that, please, and if it is a bug of iOS 18 beta, then please fix it in the next versions of iOS 18.0
I added gesture support to my app that supports iOS 16 and 17 and have never had issues with it.
However, when I compiled my app with Xcode 16 I immediately noticed a problem with the app when I ran it in the simulator. I couldn't scroll up or down. I figured out it’s because of my gesture support.
My gesture support is pretty simple.
let myDragGesture = DragGesture()
.onChanged { gesture in
self.offset = gesture.translation
}
.onEnded { _ in
if self.offset.width > threshold {
...some logic
} else if self.offset.width < -threshold {
...some other logic
}
logitUI.debug("drag gesture width was \(self.offset.width)")
self.offset = .zero
}
If I pass nil to .gesture instead of myDragGesture then scrolling starts working again.
Here’s some example output when I’m trying to scroll down. These messages do NOT appear when I run my app on an iOS 16/17 simulator with Xcode 15.
drag gesture width was 5.333328
drag gesture width was -15.333344
drag gesture width was -3.000000
drag gesture width was -24.333328
drag gesture width was -30.666656
I opened FB14205678 about this.
demo code :
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
// Flip the coordinate system
CGContextSetTextMatrix(context, CGAffineTransformIdentity);
CGContextTranslateCTM(context, 0, self.bounds.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
NSDictionary *attrs = @{NSFontAttributeName: [UIFont systemFontOfSize:20],
NSForegroundColorAttributeName: [UIColor blueColor],
NSUnderlineStyleAttributeName: @(NSUnderlineStyleThick),
};
// Make an attributed string
NSAttributedString *attributedString = [[NSAttributedString alloc] initWithString:@"Hello CoreText!" attributes:attrs];
CFAttributedStringRef attributedStringRef = (__bridge CFAttributedStringRef)attributedString;
// Simple CoreText with CTFrameDraw
CTFramesetterRef framesetter = CTFramesetterCreateWithAttributedString(attributedStringRef);
CGPathRef path = CGPathCreateWithRect(self.bounds,NULL);
CTFrameRef frame = CTFramesetterCreateFrame(framesetter,CFRangeMake(0, 0),path,NULL);
//CTFrameDraw(frame, context);
// You can comment the line 'CTFrameDraw' and use the following lines
// draw with CTLineDraw
CFArrayRef lines = CTFrameGetLines(frame);
CGPoint lineOrigins[CFArrayGetCount(lines)];
CTFrameGetLineOrigins(frame, CFRangeMake(0, 0), lineOrigins);
for (int i = 0; i < CFArrayGetCount(lines); i++) {
CTLineRef line = CFArrayGetValueAtIndex(lines, i);
CGContextSetTextPosition(context, lineOrigins[i].x, lineOrigins[i].y);
// CTLineDraw(line, context);
// You can comment the line 'CTLineDraw' and use the following lines
// draw with CTRunDraw
// use CTRunDraw will lost some attributes like NSUnderlineStyleAttributeName,
// so you need draw it by yourself
CFArrayRef runs = CTLineGetGlyphRuns(line);
for (int j = 0; j < CFArrayGetCount(runs); j++) {
CTRunRef run = CFArrayGetValueAtIndex(runs, j);
CTRunDraw(run, context, CFRangeMake(0, 0));
}
}
}
this code will use CTRunDraw to draw the content , and the underline will draw and show normally in iOS17 & Xcode 15 , But when you build it with XCode16 & iOS18 beta . the underline will be missing .
The SF Symbols app 6.0 (99) does not export the ‘Can Rotate’ property of layers when exporting a symbol via File > Export Symbol.
Without this, all the new fantastic edit functions in the app related to rotating in SF Symbols is completely useless.
This issue with the SF Symbols 6 app can be reproduced by exporting a rotatable symbol like fan.desk, and then by importing the result as custom symbol. When inspecting ‘Group 1’ of the imported symbol, it is no longer marked as rotatable.
SF Symbols app 6.0 is still in beta, but hasn't been updated since 10 June. Hopefully this bug will be solved in the release version, or earlier.
Does anyone know how to manually add the missing rotation info to the exported SVG file?
In case an Apple engineer reads this: FB13916635
onContinueUserActivity(CSSearchableItemActionType, perform) works as expected on iOS when we search and select an item from Spotlight, but nothing happens when we do the same on a SwiftUI macOS app.
var body: some Scene {
WindowGroup {
MyView()
.onContinueUserActivity(CSSearchableItemActionType, perform: handleSpotlight)
}
}
func handleSpotlight(_ userActivity: NSUserActivity) {
// Is not called...
}
How can we respond to a user clicking a Spotlight result from our apps on macOS?
With the new @Observable macro, it looks like every time the struct of a view is reinitialized, any observable class marked as @State in the struct also gets reinitialized. Moreover, the result of the reinitialization immediately gets discarded.
This is in contrast to @StateObject and ObservableObject, where the class would only be initialized at the first creation of the view. The initialization method of the class would never be called again between view updates.
Is this a bug or an expected behavior? This redundant reinitialization causes performance issues when the init method of the observable class does anything slightly heavyweight.
Feedback ID: FB13697724
In a TabView with the .sidebarAdaptable style, including TabSection elements prevents the default back swipe on the remote from revealing the sidebar. Removing all TabSection elements and using only Tab elements makes it work as expected:
import SwiftUI
struct ContentView: View {
var body: some View {
TabView {
Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } }
Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } }
Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } }
Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } }
Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } }
Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } }
Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } }
Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } }
Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } }
TabSection("Section") {
Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } }
Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } }
}
}.tabViewStyle(.sidebarAdaptable)
}
}
Am I using it wrong, or is this a bug?
I added a background view to my SwiftUI List, and would like to move it up as user scrolls (similar to the effect of that of the Health app). I can't add it onto the background of a List row, because List unconditionally clips content to a row, and I would like the view to extend past a insetted row's bounds (scrollClipDisabled does not work on List). So I added the view as the background view of the entire List.
Currently, I am achieving this by monitoring contentOffset using the new onScrollGeometryChange(for:of:action:) modifier, updating a state variable that controls the offset of the background view. The code looks something like this:
struct ContentView: View {
@State private var backgroundOffset: CGFloat = 0
var body: some View {
List {
...
}
.background {
backgroundView
.offset(y: backgroundOffset)
}
.onScrollGeometryChange(for: ScrollGeometry.self) { geometry in
geometry
} action: { oldValue, newValue in
let contentOffsetY = newValue.contentOffset.y
let contentInsetY = newValue.contentInsets.top
if contentOffsetY <= -contentInsetY {
backgroundOffset = 0
} else {
backgroundOffset = -(contentOffsetY + contentInsetY)
}
}
}
}
However, this results in bad scrolling performance. I am guessing this is due to backgroundOffset being updated too frequently, and thus refreshing the views too often? If so, what is a more performant approach to achieve the desired effect? Thanks!
How can we performantly scroll to a target location using TextKit 2?
Hi everyone,
I'm building a custom text editor using TextKit 2 and would like to scroll to a target location efficiently. For instance, I would like to move to the end of a document seamlessly, similar to how users can do in standard text editors by using CMD + Down.
Background:
NSTextView and TextEdit on macOS can navigate to the end of large documents in milliseconds. However, after reading the documentation and experimenting with various ideas using TextKit 2's APIs, it's not clear how third-party developers are supposed to achieve this.
My Code:
Here's the code I use to move the selection to the end of the document and scroll the viewport to reveal the selection.
override func moveToEndOfDocument(_ sender: Any?) {
textLayoutManager.ensureLayout(for: textLayoutManager.documentRange)
let targetLocation = textLayoutManager.documentRange.endLocation
let beforeTargetLocation = textLayoutManager.location(targetLocation, offsetBy: -1)!
textLayoutManager.textViewportLayoutController.layoutViewport()
guard let textLayoutFragment = textLayoutManager.textLayoutFragment(for: beforeTargetLocation) else {
return
}
guard let textLineFragment = textLayoutFragment.textLineFragment(for: targetLocation, isUpstreamAffinity: true) else {
return
}
let lineFrame = textLayoutFragment.layoutFragmentFrame
let lineFragmentFrame = textLineFragment.typographicBounds.offsetBy(dx: 0, dy: lineFrame.minY)
scrollToVisible(lineFragmentFrame)
}
While this code works as intended, it is very inefficient because ensureLayout(_:) is incredibly expensive and can take seconds for large documents.
Issues Encountered:
In my attempts, I have come across the following two issues.
Estimated Frames: The frames of NSTextLayoutFragment and NSTextLineFragment are approximate and not precise enough for scrolling unless the text layout fragment has been fully laid out.
Laying out all text is expensive: The frames become accurate once NSTextLayoutManager's ensureLayout(for:) method has been called with a range covering the entire document. However, ensureLayout(for:) is resource-intensive and can take seconds for large documents. NSTextView, on the other hand, accomplishes the same scrolling to the end of a document in milliseconds.
I've tried using NSTextViewportLayoutController's relocateViewport(to:) without success. It's unclear to me whether this function is intended for a use case like mine. If it is, I would appreciate some guidance on its proper usage.
Configuration:
I'm testing on macOS Sonoma 14.5 (23F79), Swift (AppKit), Xcode 15.4 (15F31d).
I'm working on a multi-platform project written in AppKit and UIKit, so I'm looking for either a single solution that works in both AppKit and UIKit or two solutions, one for each UI framework.
Question:
How can third-party developers scroll to a target location, specifically the end of a document, performantly using TextKit 2?
Steps to Reproduce:
The issue can be reproduced using the example project (download from link below) by following these steps:
Open the example project.
Run the example app on a Mac. The example app shows an uneditable text view in a scroll view. The text view displays a long text.
Press the "Move to End of Document" toolbar item.
Notice that the text view has scrolled to the bottom, but this took several seconds (~3 seconds on my MacBook Pro 16-inch, 2021). The duration will be shown in Xcode's log.
You can open the ExampleTextView.swift file and find the implementation of moveToEndOfDocument(_:). Comment out line 84 where the ensureLayout(_:) is called, rerun the app, and then select "Move to End of Document" again. This time, you will notice that the text view moves fast but does not end up at the bottom of the document.
You may also open the large-file.json in the project, the same file that the example app displays, in TextEdit, and press CMD+Down to move to the end of the document. Notice that TextEdit does this in mere milliseconds.
Example Project:
The example project is located on GitHub:
https://github.com/simonbs/apple-developer-forums/tree/main/how-can-we-performantly-scroll-to-a-target-location-using-textkit-2
Any advice or guidance on how to achieve this with TextKit 2 would be greatly appreciated.
Thanks in advance!
Best regards,
Simon