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.

All subtopics
Posts under UI Frameworks topic

Post

Replies

Boosts

Views

Activity

Custom view interactive glass effect clipped by view bounds when tapped
Take this piece of code for example: Menu { ... } label: { Image(systemName: "ellipsis.circle") .resizable() .foregroundStyle(Color.primary) .frame(width: 24, height: 24) .contentShape(.circle) .padding(.spacing8) .glassEffect(.regular.interactive(), in: .circle) } .tint(nil) When tapped, the interactive liquid glass effect expands in response, but the expanded glass is then clipped by the original bounds of the view. In this example, the button would briefly show up as a highlighted square due to the clipping. If I add enough padding around the Menu's label, the expanded glass effect is be able to show unclipped, but this feels like a hack. Is this a bug in the framework, or am I doing something wrong? I have submitted FB19801519 with screen recording and demo project.
0
0
177
Aug ’25
contentMargins (with .horizontal) creates a visual bug with the sidebar when using a NavigationSplitView in iOS 26 beta 7
FB: FB19828741 Maybe I am doing something wrong with the new LiquidGlass sidebar using iPadOS 26 Beta 7, but when using this code, in stead of the List being centered between the sidebar and the rest of the screen, the cell itself extends beneath the sidebar but the content stays clear of the sidebar, giving a weird visual effect. Not my expected behavior at least. Any ideas? Or just a bug? import SwiftUI struct ContentView: View { var body: some View { NavigationSplitView { Text("Test") } detail: { List { Text("ContentMargin") } .contentMargins(.horizontal, 100.0) } } } #Preview { ContentView() } This was on iPad OS 18:
0
0
104
Aug ’25
The @Environment(\.dismiss) value in SwiftUI for macOS does not dismiss a sheet presented by an NSWindowController.
I'm wondering what the correct, or recommended, way is to dismiss a SwiftUI that is being presented as a sheet hosted by an NSHostingController. The usual technique of invoking @Environment(\.dismiss) does not appear to work. Consider the code below. An NSWindowController is attempting to display a SwiftUI SettingsView as a sheet. The sheet is correctly presented, but the SettingsView is unable to dismiss itself. I am able to make it work by passing a closure into SettingsView that calls back to the NSWindowController but it's rather convoluted because SettingsView doesn't know the view controller that's hosting it until after SettingsView has been created, which means "finding" that view controller in the window controller to dismiss is more involved than it should be. Is there a better strategy to leverage here? final class MyViewController: NSViewController { @IBAction func buttonClicked(_ sender: NSButton) { if let presenter = window?.contentViewController { presenter.presentAsSheet(NSHostingController(rootView: SettingsView())) } } } struct SettingsView: View { @Environment(\.dismiss) private var dismiss var body: some View { VStack { Button("Cancel", role: .cancel) { dismiss() // This call does not dismiss the sheet. } .keyboardShortcut(.cancelAction) } } } Thank you. macOS 15.4.1 (24E263), Xcode 16.3 (16E140)
0
0
97
Apr ’25
gesture(LongPressGesture()) issue with scroll view
I've being playing aground with long press gesture in scroll view and noticed gesture(LongPressGesture()) doesn't seem to work with scroll view's scrolling which doesn't seem to be the intended behavior to me. Take the following example: the blue rectangle is modified with onLongPressGesture and the red rectangle is modified with LongPressGesture (_EndedGesture<LongPressGesture> to be specific). ScrollView { Rectangle() .fill(.blue) .frame(width: 200, height: 200) .onLongPressGesture { print("onLongPressGesture performed") } onPressingChanged: { _ in print("onLongPressGesture changed") } .overlay { Text("onLongPressGesture") } Rectangle() .fill(.red) .frame(width: 200, height: 200) .gesture(LongPressGesture() .onEnded { _ in print("gesture ended") }) .overlay { Text("gesture(LongPressGesture)") } } If you start scrolling from either of the rectangles (that is, start scrolling with your finger on either of the rectangles), the ScrollView will scroll. However, if LongPressGesture is modified with either onChanged or .updating, ScrollView won't respond to scroll if the scroll is started from red rectangle. Even setting the maximumDistance to 0 won't help. As for its counter part onLongPressGesture, even though onPressingChanged to onLongPressGesture, scrolling still works if it's started from onLongPressGesture modified view. ScrollView { Rectangle() .fill(.blue) .frame(width: 200, height: 200) .onLongPressGesture { print("onLongPressGesture performed") } onPressingChanged: { _ in print("onLongPressGesture changed") } .overlay { Text("onLongPressGesture") } Rectangle() .fill(.red) .frame(width: 200, height: 200) .gesture(LongPressGesture(maximumDistance: 0) // scroll from the red rectangle won't work if I add either `updating` or `onChanged` but I put both here just to demonstrate // you will need to add `@GestureState private var isPressing = false` to your view body .updating($isPressing) { value, state, transaction in state = value print("gesture updating") } .onChanged { value in print("gesture changed") } .onEnded { _ in print("gesture ended") }) .overlay { Text("gesture(LongPressGesture)") } } This doesn't seem right to me. I would expect the view modified by LongPressGesture(), no matter if the gesture has onChanged or updating, should be able to start scroll in a scroll view, just like onLongPressGesture. I observed this behavior in a physical device running iOS 26.1, and I do not know the behavior on other versions.
0
0
88
Nov ’25
Question about the Scope and "Inheritance" Behavior of SwiftUI Modifiers
I am confused about the "inheritance" behavior of modifiers in SwiftUI. Some modifiers (such as .background, .clipShape, etc.) seem to affect both parent and child views inconsistently. Here are some specific examples I encountered in Xcode 16.4 with the iOS 18.5 iPhone 16 Pro simulator: struct ContentView: View { var body: some View { VStack { // RedVStack Text("Hello world!") VStack { // OrangeVStack Text("Hello") Text("Hello") } .background(.orange) } .background(.red, in: RoundedRectangle(cornerRadius: 5)) // RedVStack has rounded corners, OrangeVStack also has rounded corners } } struct ContentView: View { var body: some View { VStack { // RedVStack Text("Hello world!") VStack { // OrangeVStack Text("Hello") Text("Hello") } .background(.orange) Text("Hello world!") } .background(.red, in: RoundedRectangle(cornerRadius: 5)) // RedVStack has rounded corners, OrangeVStack does not have rounded corners } } struct ContentView: View { var body: some View { VStack { // RedVStack Text("Hello world!") VStack { // OrangeVStack Text("Hello") Text("Hello") } .background(.orange) } .background(.red) .clipShape(RoundedRectangle(cornerRadius: 5)) // RedVStack has rounded corners, OrangeVStack does not have rounded corners } } I find it difficult to understand which modifiers affect child views and which do not. Is there any official documentation or authoritative explanation that can help me understand the scope and "inheritance" mechanism of SwiftUI modifiers? Thank you!
0
0
88
Aug ’25
Use Custom UIApplication Subclass with SwiftUI
I have a SwiftUI app which needs the Ivanti AppConnect SDK. The docs only show how to integrate it into a Swift/UIKit app. But I need it to work with SwiftUI. I probably could make a UIKit base app and then load my existing SwiftUI views and code through a SwiftUI component host or something. But I'd like to avoid that if possible. Here is where I'm stuck: The AppConnect framework loads through a custom UIApplication subclass in the main.swift file: import Foundation import AppConnect UIApplicationMain( CommandLine.argc, CommandLine.unsafeArgv, ACUIApplicationClassName, NSStringFromClass(AppDelegate.self) ) The startup works as expected, and the expected function is called in the AppDelegate class: func application( _ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool {...} However, the SwiftUI view is not loaded and the scree stays blank. I implemented a SceneDelegate.swift class which doesn't seem to be called. Also, the following function in the AppDelegate doesn't get called either: func application( _ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {...} So how do I bootstrap SwiftUI with a custom UIApplication class? can that be done with the @main macro somehow? I'm still pretty new to Swift and iOS development. Any help is appreciated
Topic: UI Frameworks SubTopic: SwiftUI Tags:
0
0
79
May ’25
ScrollView ScrollPosition scrollTo Anchor ignored/broken
ScrollPosition does not obey anchor when calling scrollTo. The anchor is ignored and it does not matter what value you provide. If the view is below the visible content, it will pin the new scrolled to view at the bottom. If the view is already in the visible content, it will not scroll to the anchor. If the view is above the visible content, it will pin to top. All three cases ignore the anchor. This just another example of how painful SwiftUI is to work with. It just doesn't work as expected or intended, despite years of prioritizing ScrollView APIs. Link to Gist // This should scroll to item 50 with the requested anchor, but SCROLLPOSITION IGNORES THE ANCHOR. if shouldBeTopAnchor { // Expected: Scroll item 50 to top, but actually scrolls to bottom scrollPosition.scrollTo(id: 50, anchor: .top) } else { // Expected: Scroll item 50 to center, but actually scrolls to top scrollPosition.scrollTo(id: 50, anchor: .center) }
Topic: UI Frameworks SubTopic: SwiftUI
0
0
139
Aug ’25
iPadOS 26 Menu Bar - Undo / Redo
How to Enable or Customize Undo/Redo Menu Items on iPadOS Menu Bar in SwiftUI? (Xcode 26 beta 4, iPadOS 26 beta 4) We’re working on adding menu bar support to our SwiftUI app on iPadOS, aiming to provide a more consistent and productive experience across platforms. Our app is a unified iPad/macOS app that uses UndoManager to support undo/redo operations. However, we’ve run into the following issues: On macOS, undo and redo work as expected via the menu bar. On iPadOS, the Undo and Redo menu items are always disabled, even though the functionality works within the app. We also explored the possibility of hiding the system-generated Undo/Redo menu items so we could provide custom implementations—but couldn’t find a way to remove or override them. Question: Is there a recommended approach to enable or customize the Undo/Redo menu bar items on iPadOS using SwiftUI? Any suggestions or insights would be greatly appreciated! Feedback ID: FB18792279
0
1
136
Aug ’25
iPadOS 26 Menu Bar - Hiding Unused Menu Items
How to Hide Unused Menu Items on iPadOS Menu Bar in SwiftUI? (Xcode 26 beta 4, iPadOS 26 beta 4) We’re working on adding menu bar support to our SwiftUI app on iPadOS, aiming to provide a more consistent and productive experience across platforms. We’d like to hide system-provided menu items that aren’t relevant to our app, such as: Open… Select All Customize Toolbar… New Window, Show All Windows, Open Windows, etc. Is there a way to control which default items appear in the menu bar? Feedback ID: FB18792279
0
0
170
Aug ’25
Live activity widget not updated locally after server update
I am using live activity in my app. Functionality is start, update & end events are started from the server. There is one interaction button added using app intent in live activity widget. That button needs to update widget ui locally using activity kit. Issue is when os receives first start event push then update ui works fine and reflecting on live activity widget but when update notification receives by os after 1 mins then action button stops updating the ui locally. Can anyone please add some suggestions to fix this.
0
0
139
May ’25
SwiftUI preview for drag/drop APIs
The new drag & drop APIs for macOS 26 are terrific, but there's an important missing piece. If I use draggable(containerItemID:), there's no way to provide a custom view for the drag image. Meanwhile the older API lets you provide a preview, but you miss out on things like multi-item drag and custom drag sessions. Is there some mechanism for supplying a preview that I'm not seeing? Without it, the drag interface in my apps is going to look terrible.
0
0
118
Aug ’25
Black flash when deleting list row during zoom + fullScreenCover transition in Light mode
[Submitted as FB20978913] When using .navigationTransition(.zoom) with a fullScreenCover, deleting the source item from the destination view causes a brief black flash during the dismiss animation. This is only visible in Light mode. REPRO STEPS Build and run the sample code below. Set the device to Light mode. Tap any row to open its detail view. In the detail view, tap Delete. Watch the dismiss animation as the list updates. EXPECTED The zoom transition should return smoothly to the list with no dark or black flash. ACTUAL A visible black flash appears over the deleted row during the collapse animation. It starts black, shortens, and fades out in sync with the row-collapse motion. The flash lasts about five frames and is consistently visible in Light mode. NOTES Occurs only when deleting from the presented detail view. Does not occur when deleting directly from the list. Does not occur or is not visible in Dark mode. Reproducible on both simulator and device. Removing .navigationTransition(.zoom) or using .sheet instead of .fullScreenCover avoids the issue. SYSTEM INFO Version 26.1 (17B55) iOS 26.1 Devices: iPhone 17 Pro simulator, iPhone 13 Pro hardware Appearance: Light Reproducible 100% of the time SAMPLE CODE import SwiftUI struct ContentView: View { @State private var items = (0..<20).map { Item(id: $0, title: "Item \($0)") } @State private var selectedItem: Item? @Namespace private var ns var body: some View { NavigationStack { List { ForEach(items) { item in Button { selectedItem = item } label: { HStack { Text(item.title) Spacer() } .padding(.vertical, 8) .contentShape(Rectangle()) } .buttonStyle(.plain) .matchedTransitionSource(id: item.id, in: ns) .swipeActions { Button(role: .destructive) { delete(item) } label: { Label("Delete", systemImage: "trash") } } } } .listStyle(.plain) .navigationTitle("Row Delete Issue") .navigationSubtitle("In Light mode, tap item then tap Delete to see black flash") .fullScreenCover(item: $selectedItem) { item in DetailView(item: item, ns: ns) { delete(item) selectedItem = nil } } } } private func delete(_ item: Item) { withAnimation { items.removeAll { $0.id == item.id } } } } struct DetailView: View { let item: Item let ns: Namespace.ID let onDelete: () -> Void @Environment(\.dismiss) private var dismiss var body: some View { NavigationStack { VStack(spacing: 30) { Text(item.title) Button("Delete", role: .destructive, action: onDelete) } .navigationTitle("Detail") .toolbar { Button("Close") { dismiss() } } } .navigationTransition(.zoom(sourceID: item.id, in: ns)) } } struct Item: Identifiable, Hashable { let id: Int let title: String } SCREEN RECORDING
0
0
82
Nov ’25
TabView Background Color
Hello I'm trying to use a TabView inside of the Sidebar in a NavigationSplitView. I'm wanting to use .listStyle(.sidebar) in order to get the Liquid Glass effect. However I can not find a way to remove the background of the TabView without changing the behavior of the TabView itself to paging with .tabViewStyle(.page) NavigationSplitView { TabView( selection: .constant("List") ) { Tab(value: "List") { List { Text("List") } } } } detail: { } Note: I wanting change the background of the TabView container itself. Not the TabBar.
0
0
142
Nov ’25
Ignore Home Screen Tint/Accents in Colored Components
I'm having some trouble getting my widget to display how I want when the user has a tint applied to their home screen. The issue I'm having is with a Text() element, as well as a LinearGradient I am displaying on top of my image. The text should always be white, and the gradient is always black with varying levels of opacity. I've managed to fix this issue with images displayed in my widget by leveraging widgetAccentedRenderingMode(.fullColor) however, there does not seem to be an equivalent of this for non-Image components. I'm aware of .widgetAccentable(false) but as I understand it, elements are already considered not accentable by default and you need to explicitly declare widgetAccentable(true) to add them to the accent group. I've tried specifying this to be false up and down my view hierarchy just to see if something will stick but no luck. Are there any other levers I can pull to preserve the declared colors for my text and gradient components? The images I am displaying is album artwork where preserving the original image is integral, but the tinted text color and overlaid gradient often clash or just looks bad in general. Is there a solution for colored primitive elements?
0
0
143
Aug ’25
watchOS image alignment issue
Hello developers, Now I'm facing a issue with a image alingment on watchOS app. As you see below, I load a UIImage on a view of watchOS app using SwiftUI and would like to fill the watch screen fully with the image. (That's why I added '.ignoreSafeAre()' modifier) As expected, the image fills the screen but the image is aligned to the left only in case of a landscape image (width > height). I tried anything I imagine, but all failed. Can anybody give a hint or advice to solve this issue? Many thanks in advance! ZStack{ Image(uiImage: image) .resizable() .aspectRatio(contentMode: .fill) .ignoresSafeArea() .scaleEffect(zoom) .offset(...) .gesture(... }
0
0
89
Jul ’25
iPadOS: New system Menu hijacks "Open" command and I can not override it.
In my app, I had an '.commands' region that provided an "Open File" shortcut, bound to Command-o. My app manages multiple files, so this triggers my own file picker and opens the file. With iOS 2026, the system will not let me use this command, as the system is adding its own handler 'Open...' bound to the same shortcut, and with a target action called open:. My app also relies on LSSupportsOpeningDocumentsInPlace, which I believe is what triggers this behavior. Attempts to override it produce errors like this: Replacement elements conflict with existing elements: Keyboard Shortcut (duplicate modifierFlags: command, input: O): - Existing keyboard shortcut: <UIKeyCommand: 0x107cf4620> -> Title: Open... Action: open: Input: o + (UIKeyModifierCommand) - Conflicting keyboard shortcut: <UIKeyCommand: 0x107cf56c0> -> Title: Open Action: _performMainMenuShortcutKeyCommand: Input: o + (UIKeyModifierCommand) Ensure all keyboard shortcuts are unique to avoid undefined behavior. Mine is the open without the ellipsis. I would be happy if I could provide my own implementation of 'Open' and let SwiftUI call it, but I have not found any documentation for how to do this. I managed to override the buildMenu on the AppDelegate class, and while this removes the system version of 'open' SwiftUI is still going behind my back and disabling the menu entry (I suspect it is looking up the command by shortcut/modifier). So the closest I could do is to remove the system open menu with the buildMenu override, and then provide my own command with a different keyboard modifier (Control-o, instead of Command-o, which is ugly as hell, as everything else uses Command-Letter). Any guidance would be appreciated.
Topic: UI Frameworks SubTopic: SwiftUI
0
0
146
Jul ’25
How to scale a SwiftUI view to fit its parent
Code that reproduces the issue import SwiftUI @main struct KeyboardLayoutProblemApp: App { var body: some Scene { WindowGroup { iOSTabView() } } } struct iOSTabView: View { var body: some View { TabView { GameView() .frame(maxWidth: UIScreen.main.bounds.width, maxHeight: UIScreen.main.bounds.height) .tabItem { Label("Play", systemImage: "gamecontroller.fill") } } } } struct GameView: View { var body: some View { VStack { Text("Play") Spacer() KeyboardView() } .padding() } } struct KeyboardView: View { let firstRowLetters = "qwertyuiop".map { $0 } let secondRowLetters = "asdfghjkl".map { $0 } let thirdRowLetters = "zxcvbnm".map { $0 } var body: some View { VStack { HStack { ForEach(firstRowLetters, id: \.self) { LetterKeyView(character: $0) } } HStack { ForEach(secondRowLetters, id: \.self) { LetterKeyView(character: $0) } } HStack { ForEach(thirdRowLetters, id: \.self) { LetterKeyView(character: $0) } } } .padding() } } struct LetterKeyView: View { let character: Character var width: CGFloat { height*0.8 } @ScaledMetric(relativeTo: .title3) private var height = 35 var body: some View { Button { print("\(character) pressed") } label: { Text(String(character).capitalized) .font(.title3) .frame(width: self.width, height: self.height) .background { RoundedRectangle(cornerRadius: min(width, height)/4, style: .continuous) .stroke(.gray) } } .buttonStyle(PlainButtonStyle()) } } Problem GameView doesn't fit its parent view: Question How do I make GameView be at most as big as its parent view? What I've tried and didn't work GameView() .frame(maxWidth: .infinity, maxHeight: .infinity) GeometryReader { geometry in GameView() .frame(maxWidth: geometry.size.width, maxHeight: geometry.size.height) } GameView() .clipped() GameView() .layoutPriority(1) GameView() .scaledToFit() GameView() .minimumScaleFactor(0.01) GameView() .scaledToFill() .minimumScaleFactor(0.5) I'm not using UIScreen.main.bounds.width because I'm trying to build a multi-platform app.
Topic: UI Frameworks SubTopic: SwiftUI
0
0
96
Jul ’25
tvOS: Using .onExitCommand to Navigate to Home Tab Before Exiting — Is This Acceptable?
Hi Apple Developer Team, In my tvOS app built with SwiftUI, I have a tab-based interface with several sections. The first tab (index 0) is the Home tab. Other tabs include Contact, WiFi, Welcome, etc. I want to handle the remote's Menu / Back button (.onExitCommand) so that: If the user is on any tab other than Home (tabs 1, 2, 3, etc.), pressing the Menu button takes them back to the Home tab. If the user is already on the Home tab, then pressing the TV/Home button (not Menu) behaves as expected — suspending or exiting the app (handled by the system, no code involved). Here's a simplified version of what I implemented: .onExitCommand { if selectedTab != 0 { selectedTab = 0 focusedTab = 0 } else { // Let system handle the exit when user presses the TV/Home button } } This behavior ensures users don’t accidentally exit the app when they're browsing other tabs, and provides a consistent navigation experience. Question: Is this an acceptable and App Store-compliant use of .onExitCommand on tvOS? I'm not calling exit(0) or trying to force-terminate the app — just using .onExitCommand for in-app navigation purposes. Any official guidance or best practices would be greatly appreciated! Thanks, Prashant
Topic: UI Frameworks SubTopic: SwiftUI Tags:
0
0
107
May ’25
Open file directly into editor view with DocumentGroup
This was also raised in FB17028569 I have iOS document based app using DocumentGroup. I can create and save documents as expected. All that functionality is fine. @main struct FooBarApp: App { var body: some Scene { DocumentGroup(newDocument: { FoobarDocument() }) { config in MainView(document: config.document) } The problem is when I open an app document from Files.app or Messages the document is never opened directly into the editor, the document browser interface is always presented and the user must manually select the document to open an editor. This also happens when I use UIApplication.shared.requestSceneSessionActivation(nil, userActivity: activity, options: nil) to open a new scene. The doc isn't opened into my editor. I believe my plist document types are setup correctly and that my ReferenceFileDocument is setup correctly <key>CFBundleDocumentTypes</key> <array> <dict> <key>CFBundleTypeExtensions</key> <array> <string>foobar</string> </array> <key>CFBundleTypeIconFile</key> <string>icon-128</string> <key>CFBundleTypeIconSystemGenerated</key> <integer>1</integer> <key>CFBundleTypeMIMETypes</key> <array> <string>application/json</string> </array> <key>CFBundleTypeName</key> <string>Foobar Project</string> <key>LSHandlerRank</key> <string>Owner</string> <key>LSItemContentTypes</key> <array> <string>com.digital-dirtbag.foobar</string> </array> <key>NSUbiquitousDocumentUserActivityType</key> <string>$(PRODUCT_BUNDLE_IDENTIFIER).ubiquitousdoc</string> </dict> </array> <key>UTExportedTypeDeclarations</key> <array> <dict> <key>UTTypeConformsTo</key> <array> <string>public.data</string> </array> <key>UTTypeDescription</key> <string>Foobar Project</string> <key>UTTypeIconFiles</key> <array> <string>icon-128.png</string> </array> <key>UTTypeIdentifier</key> <string>com.digital-dirtbag.foobar</string> <key>UTTypeTagSpecification</key> <dict> <key>public.filename-extension</key> <array> <string>foobar</string> </array> </dict> </dict> The question is does DocumentGroup on iOS even support opening documents directly into the editor view? I know it works on macOS as expected as I tried this with the demo code and it exhibits the same symptoms. Opening a document from iOS Files.app only gets you as far as the document browser while macOS will open an editor directly.
Topic: UI Frameworks SubTopic: SwiftUI
0
0
80
May ’25
Custom view interactive glass effect clipped by view bounds when tapped
Take this piece of code for example: Menu { ... } label: { Image(systemName: "ellipsis.circle") .resizable() .foregroundStyle(Color.primary) .frame(width: 24, height: 24) .contentShape(.circle) .padding(.spacing8) .glassEffect(.regular.interactive(), in: .circle) } .tint(nil) When tapped, the interactive liquid glass effect expands in response, but the expanded glass is then clipped by the original bounds of the view. In this example, the button would briefly show up as a highlighted square due to the clipping. If I add enough padding around the Menu's label, the expanded glass effect is be able to show unclipped, but this feels like a hack. Is this a bug in the framework, or am I doing something wrong? I have submitted FB19801519 with screen recording and demo project.
Replies
0
Boosts
0
Views
177
Activity
Aug ’25
contentMargins (with .horizontal) creates a visual bug with the sidebar when using a NavigationSplitView in iOS 26 beta 7
FB: FB19828741 Maybe I am doing something wrong with the new LiquidGlass sidebar using iPadOS 26 Beta 7, but when using this code, in stead of the List being centered between the sidebar and the rest of the screen, the cell itself extends beneath the sidebar but the content stays clear of the sidebar, giving a weird visual effect. Not my expected behavior at least. Any ideas? Or just a bug? import SwiftUI struct ContentView: View { var body: some View { NavigationSplitView { Text("Test") } detail: { List { Text("ContentMargin") } .contentMargins(.horizontal, 100.0) } } } #Preview { ContentView() } This was on iPad OS 18:
Replies
0
Boosts
0
Views
104
Activity
Aug ’25
The @Environment(\.dismiss) value in SwiftUI for macOS does not dismiss a sheet presented by an NSWindowController.
I'm wondering what the correct, or recommended, way is to dismiss a SwiftUI that is being presented as a sheet hosted by an NSHostingController. The usual technique of invoking @Environment(\.dismiss) does not appear to work. Consider the code below. An NSWindowController is attempting to display a SwiftUI SettingsView as a sheet. The sheet is correctly presented, but the SettingsView is unable to dismiss itself. I am able to make it work by passing a closure into SettingsView that calls back to the NSWindowController but it's rather convoluted because SettingsView doesn't know the view controller that's hosting it until after SettingsView has been created, which means "finding" that view controller in the window controller to dismiss is more involved than it should be. Is there a better strategy to leverage here? final class MyViewController: NSViewController { @IBAction func buttonClicked(_ sender: NSButton) { if let presenter = window?.contentViewController { presenter.presentAsSheet(NSHostingController(rootView: SettingsView())) } } } struct SettingsView: View { @Environment(\.dismiss) private var dismiss var body: some View { VStack { Button("Cancel", role: .cancel) { dismiss() // This call does not dismiss the sheet. } .keyboardShortcut(.cancelAction) } } } Thank you. macOS 15.4.1 (24E263), Xcode 16.3 (16E140)
Replies
0
Boosts
0
Views
97
Activity
Apr ’25
gesture(LongPressGesture()) issue with scroll view
I've being playing aground with long press gesture in scroll view and noticed gesture(LongPressGesture()) doesn't seem to work with scroll view's scrolling which doesn't seem to be the intended behavior to me. Take the following example: the blue rectangle is modified with onLongPressGesture and the red rectangle is modified with LongPressGesture (_EndedGesture<LongPressGesture> to be specific). ScrollView { Rectangle() .fill(.blue) .frame(width: 200, height: 200) .onLongPressGesture { print("onLongPressGesture performed") } onPressingChanged: { _ in print("onLongPressGesture changed") } .overlay { Text("onLongPressGesture") } Rectangle() .fill(.red) .frame(width: 200, height: 200) .gesture(LongPressGesture() .onEnded { _ in print("gesture ended") }) .overlay { Text("gesture(LongPressGesture)") } } If you start scrolling from either of the rectangles (that is, start scrolling with your finger on either of the rectangles), the ScrollView will scroll. However, if LongPressGesture is modified with either onChanged or .updating, ScrollView won't respond to scroll if the scroll is started from red rectangle. Even setting the maximumDistance to 0 won't help. As for its counter part onLongPressGesture, even though onPressingChanged to onLongPressGesture, scrolling still works if it's started from onLongPressGesture modified view. ScrollView { Rectangle() .fill(.blue) .frame(width: 200, height: 200) .onLongPressGesture { print("onLongPressGesture performed") } onPressingChanged: { _ in print("onLongPressGesture changed") } .overlay { Text("onLongPressGesture") } Rectangle() .fill(.red) .frame(width: 200, height: 200) .gesture(LongPressGesture(maximumDistance: 0) // scroll from the red rectangle won't work if I add either `updating` or `onChanged` but I put both here just to demonstrate // you will need to add `@GestureState private var isPressing = false` to your view body .updating($isPressing) { value, state, transaction in state = value print("gesture updating") } .onChanged { value in print("gesture changed") } .onEnded { _ in print("gesture ended") }) .overlay { Text("gesture(LongPressGesture)") } } This doesn't seem right to me. I would expect the view modified by LongPressGesture(), no matter if the gesture has onChanged or updating, should be able to start scroll in a scroll view, just like onLongPressGesture. I observed this behavior in a physical device running iOS 26.1, and I do not know the behavior on other versions.
Replies
0
Boosts
0
Views
88
Activity
Nov ’25
How to obtain the physical memory size of VisionPro and how much memory is currently available
How to obtain the physical memory size of VisionPro and how much memory is currently available
Replies
0
Boosts
0
Views
135
Activity
Aug ’25
Question about the Scope and "Inheritance" Behavior of SwiftUI Modifiers
I am confused about the "inheritance" behavior of modifiers in SwiftUI. Some modifiers (such as .background, .clipShape, etc.) seem to affect both parent and child views inconsistently. Here are some specific examples I encountered in Xcode 16.4 with the iOS 18.5 iPhone 16 Pro simulator: struct ContentView: View { var body: some View { VStack { // RedVStack Text("Hello world!") VStack { // OrangeVStack Text("Hello") Text("Hello") } .background(.orange) } .background(.red, in: RoundedRectangle(cornerRadius: 5)) // RedVStack has rounded corners, OrangeVStack also has rounded corners } } struct ContentView: View { var body: some View { VStack { // RedVStack Text("Hello world!") VStack { // OrangeVStack Text("Hello") Text("Hello") } .background(.orange) Text("Hello world!") } .background(.red, in: RoundedRectangle(cornerRadius: 5)) // RedVStack has rounded corners, OrangeVStack does not have rounded corners } } struct ContentView: View { var body: some View { VStack { // RedVStack Text("Hello world!") VStack { // OrangeVStack Text("Hello") Text("Hello") } .background(.orange) } .background(.red) .clipShape(RoundedRectangle(cornerRadius: 5)) // RedVStack has rounded corners, OrangeVStack does not have rounded corners } } I find it difficult to understand which modifiers affect child views and which do not. Is there any official documentation or authoritative explanation that can help me understand the scope and "inheritance" mechanism of SwiftUI modifiers? Thank you!
Replies
0
Boosts
0
Views
88
Activity
Aug ’25
Use Custom UIApplication Subclass with SwiftUI
I have a SwiftUI app which needs the Ivanti AppConnect SDK. The docs only show how to integrate it into a Swift/UIKit app. But I need it to work with SwiftUI. I probably could make a UIKit base app and then load my existing SwiftUI views and code through a SwiftUI component host or something. But I'd like to avoid that if possible. Here is where I'm stuck: The AppConnect framework loads through a custom UIApplication subclass in the main.swift file: import Foundation import AppConnect UIApplicationMain( CommandLine.argc, CommandLine.unsafeArgv, ACUIApplicationClassName, NSStringFromClass(AppDelegate.self) ) The startup works as expected, and the expected function is called in the AppDelegate class: func application( _ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool {...} However, the SwiftUI view is not loaded and the scree stays blank. I implemented a SceneDelegate.swift class which doesn't seem to be called. Also, the following function in the AppDelegate doesn't get called either: func application( _ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {...} So how do I bootstrap SwiftUI with a custom UIApplication class? can that be done with the @main macro somehow? I'm still pretty new to Swift and iOS development. Any help is appreciated
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Replies
0
Boosts
0
Views
79
Activity
May ’25
ScrollView ScrollPosition scrollTo Anchor ignored/broken
ScrollPosition does not obey anchor when calling scrollTo. The anchor is ignored and it does not matter what value you provide. If the view is below the visible content, it will pin the new scrolled to view at the bottom. If the view is already in the visible content, it will not scroll to the anchor. If the view is above the visible content, it will pin to top. All three cases ignore the anchor. This just another example of how painful SwiftUI is to work with. It just doesn't work as expected or intended, despite years of prioritizing ScrollView APIs. Link to Gist // This should scroll to item 50 with the requested anchor, but SCROLLPOSITION IGNORES THE ANCHOR. if shouldBeTopAnchor { // Expected: Scroll item 50 to top, but actually scrolls to bottom scrollPosition.scrollTo(id: 50, anchor: .top) } else { // Expected: Scroll item 50 to center, but actually scrolls to top scrollPosition.scrollTo(id: 50, anchor: .center) }
Topic: UI Frameworks SubTopic: SwiftUI
Replies
0
Boosts
0
Views
139
Activity
Aug ’25
iPadOS 26 Menu Bar - Undo / Redo
How to Enable or Customize Undo/Redo Menu Items on iPadOS Menu Bar in SwiftUI? (Xcode 26 beta 4, iPadOS 26 beta 4) We’re working on adding menu bar support to our SwiftUI app on iPadOS, aiming to provide a more consistent and productive experience across platforms. Our app is a unified iPad/macOS app that uses UndoManager to support undo/redo operations. However, we’ve run into the following issues: On macOS, undo and redo work as expected via the menu bar. On iPadOS, the Undo and Redo menu items are always disabled, even though the functionality works within the app. We also explored the possibility of hiding the system-generated Undo/Redo menu items so we could provide custom implementations—but couldn’t find a way to remove or override them. Question: Is there a recommended approach to enable or customize the Undo/Redo menu bar items on iPadOS using SwiftUI? Any suggestions or insights would be greatly appreciated! Feedback ID: FB18792279
Replies
0
Boosts
1
Views
136
Activity
Aug ’25
iPadOS 26 Menu Bar - Hiding Unused Menu Items
How to Hide Unused Menu Items on iPadOS Menu Bar in SwiftUI? (Xcode 26 beta 4, iPadOS 26 beta 4) We’re working on adding menu bar support to our SwiftUI app on iPadOS, aiming to provide a more consistent and productive experience across platforms. We’d like to hide system-provided menu items that aren’t relevant to our app, such as: Open… Select All Customize Toolbar… New Window, Show All Windows, Open Windows, etc. Is there a way to control which default items appear in the menu bar? Feedback ID: FB18792279
Replies
0
Boosts
0
Views
170
Activity
Aug ’25
Live activity widget not updated locally after server update
I am using live activity in my app. Functionality is start, update & end events are started from the server. There is one interaction button added using app intent in live activity widget. That button needs to update widget ui locally using activity kit. Issue is when os receives first start event push then update ui works fine and reflecting on live activity widget but when update notification receives by os after 1 mins then action button stops updating the ui locally. Can anyone please add some suggestions to fix this.
Replies
0
Boosts
0
Views
139
Activity
May ’25
SwiftUI preview for drag/drop APIs
The new drag & drop APIs for macOS 26 are terrific, but there's an important missing piece. If I use draggable(containerItemID:), there's no way to provide a custom view for the drag image. Meanwhile the older API lets you provide a preview, but you miss out on things like multi-item drag and custom drag sessions. Is there some mechanism for supplying a preview that I'm not seeing? Without it, the drag interface in my apps is going to look terrible.
Replies
0
Boosts
0
Views
118
Activity
Aug ’25
Black flash when deleting list row during zoom + fullScreenCover transition in Light mode
[Submitted as FB20978913] When using .navigationTransition(.zoom) with a fullScreenCover, deleting the source item from the destination view causes a brief black flash during the dismiss animation. This is only visible in Light mode. REPRO STEPS Build and run the sample code below. Set the device to Light mode. Tap any row to open its detail view. In the detail view, tap Delete. Watch the dismiss animation as the list updates. EXPECTED The zoom transition should return smoothly to the list with no dark or black flash. ACTUAL A visible black flash appears over the deleted row during the collapse animation. It starts black, shortens, and fades out in sync with the row-collapse motion. The flash lasts about five frames and is consistently visible in Light mode. NOTES Occurs only when deleting from the presented detail view. Does not occur when deleting directly from the list. Does not occur or is not visible in Dark mode. Reproducible on both simulator and device. Removing .navigationTransition(.zoom) or using .sheet instead of .fullScreenCover avoids the issue. SYSTEM INFO Version 26.1 (17B55) iOS 26.1 Devices: iPhone 17 Pro simulator, iPhone 13 Pro hardware Appearance: Light Reproducible 100% of the time SAMPLE CODE import SwiftUI struct ContentView: View { @State private var items = (0..<20).map { Item(id: $0, title: "Item \($0)") } @State private var selectedItem: Item? @Namespace private var ns var body: some View { NavigationStack { List { ForEach(items) { item in Button { selectedItem = item } label: { HStack { Text(item.title) Spacer() } .padding(.vertical, 8) .contentShape(Rectangle()) } .buttonStyle(.plain) .matchedTransitionSource(id: item.id, in: ns) .swipeActions { Button(role: .destructive) { delete(item) } label: { Label("Delete", systemImage: "trash") } } } } .listStyle(.plain) .navigationTitle("Row Delete Issue") .navigationSubtitle("In Light mode, tap item then tap Delete to see black flash") .fullScreenCover(item: $selectedItem) { item in DetailView(item: item, ns: ns) { delete(item) selectedItem = nil } } } } private func delete(_ item: Item) { withAnimation { items.removeAll { $0.id == item.id } } } } struct DetailView: View { let item: Item let ns: Namespace.ID let onDelete: () -> Void @Environment(\.dismiss) private var dismiss var body: some View { NavigationStack { VStack(spacing: 30) { Text(item.title) Button("Delete", role: .destructive, action: onDelete) } .navigationTitle("Detail") .toolbar { Button("Close") { dismiss() } } } .navigationTransition(.zoom(sourceID: item.id, in: ns)) } } struct Item: Identifiable, Hashable { let id: Int let title: String } SCREEN RECORDING
Replies
0
Boosts
0
Views
82
Activity
Nov ’25
TabView Background Color
Hello I'm trying to use a TabView inside of the Sidebar in a NavigationSplitView. I'm wanting to use .listStyle(.sidebar) in order to get the Liquid Glass effect. However I can not find a way to remove the background of the TabView without changing the behavior of the TabView itself to paging with .tabViewStyle(.page) NavigationSplitView { TabView( selection: .constant("List") ) { Tab(value: "List") { List { Text("List") } } } } detail: { } Note: I wanting change the background of the TabView container itself. Not the TabBar.
Replies
0
Boosts
0
Views
142
Activity
Nov ’25
Ignore Home Screen Tint/Accents in Colored Components
I'm having some trouble getting my widget to display how I want when the user has a tint applied to their home screen. The issue I'm having is with a Text() element, as well as a LinearGradient I am displaying on top of my image. The text should always be white, and the gradient is always black with varying levels of opacity. I've managed to fix this issue with images displayed in my widget by leveraging widgetAccentedRenderingMode(.fullColor) however, there does not seem to be an equivalent of this for non-Image components. I'm aware of .widgetAccentable(false) but as I understand it, elements are already considered not accentable by default and you need to explicitly declare widgetAccentable(true) to add them to the accent group. I've tried specifying this to be false up and down my view hierarchy just to see if something will stick but no luck. Are there any other levers I can pull to preserve the declared colors for my text and gradient components? The images I am displaying is album artwork where preserving the original image is integral, but the tinted text color and overlaid gradient often clash or just looks bad in general. Is there a solution for colored primitive elements?
Replies
0
Boosts
0
Views
143
Activity
Aug ’25
watchOS image alignment issue
Hello developers, Now I'm facing a issue with a image alingment on watchOS app. As you see below, I load a UIImage on a view of watchOS app using SwiftUI and would like to fill the watch screen fully with the image. (That's why I added '.ignoreSafeAre()' modifier) As expected, the image fills the screen but the image is aligned to the left only in case of a landscape image (width > height). I tried anything I imagine, but all failed. Can anybody give a hint or advice to solve this issue? Many thanks in advance! ZStack{ Image(uiImage: image) .resizable() .aspectRatio(contentMode: .fill) .ignoresSafeArea() .scaleEffect(zoom) .offset(...) .gesture(... }
Replies
0
Boosts
0
Views
89
Activity
Jul ’25
iPadOS: New system Menu hijacks "Open" command and I can not override it.
In my app, I had an '.commands' region that provided an "Open File" shortcut, bound to Command-o. My app manages multiple files, so this triggers my own file picker and opens the file. With iOS 2026, the system will not let me use this command, as the system is adding its own handler 'Open...' bound to the same shortcut, and with a target action called open:. My app also relies on LSSupportsOpeningDocumentsInPlace, which I believe is what triggers this behavior. Attempts to override it produce errors like this: Replacement elements conflict with existing elements: Keyboard Shortcut (duplicate modifierFlags: command, input: O): - Existing keyboard shortcut: <UIKeyCommand: 0x107cf4620> -> Title: Open... Action: open: Input: o + (UIKeyModifierCommand) - Conflicting keyboard shortcut: <UIKeyCommand: 0x107cf56c0> -> Title: Open Action: _performMainMenuShortcutKeyCommand: Input: o + (UIKeyModifierCommand) Ensure all keyboard shortcuts are unique to avoid undefined behavior. Mine is the open without the ellipsis. I would be happy if I could provide my own implementation of 'Open' and let SwiftUI call it, but I have not found any documentation for how to do this. I managed to override the buildMenu on the AppDelegate class, and while this removes the system version of 'open' SwiftUI is still going behind my back and disabling the menu entry (I suspect it is looking up the command by shortcut/modifier). So the closest I could do is to remove the system open menu with the buildMenu override, and then provide my own command with a different keyboard modifier (Control-o, instead of Command-o, which is ugly as hell, as everything else uses Command-Letter). Any guidance would be appreciated.
Topic: UI Frameworks SubTopic: SwiftUI
Replies
0
Boosts
0
Views
146
Activity
Jul ’25
How to scale a SwiftUI view to fit its parent
Code that reproduces the issue import SwiftUI @main struct KeyboardLayoutProblemApp: App { var body: some Scene { WindowGroup { iOSTabView() } } } struct iOSTabView: View { var body: some View { TabView { GameView() .frame(maxWidth: UIScreen.main.bounds.width, maxHeight: UIScreen.main.bounds.height) .tabItem { Label("Play", systemImage: "gamecontroller.fill") } } } } struct GameView: View { var body: some View { VStack { Text("Play") Spacer() KeyboardView() } .padding() } } struct KeyboardView: View { let firstRowLetters = "qwertyuiop".map { $0 } let secondRowLetters = "asdfghjkl".map { $0 } let thirdRowLetters = "zxcvbnm".map { $0 } var body: some View { VStack { HStack { ForEach(firstRowLetters, id: \.self) { LetterKeyView(character: $0) } } HStack { ForEach(secondRowLetters, id: \.self) { LetterKeyView(character: $0) } } HStack { ForEach(thirdRowLetters, id: \.self) { LetterKeyView(character: $0) } } } .padding() } } struct LetterKeyView: View { let character: Character var width: CGFloat { height*0.8 } @ScaledMetric(relativeTo: .title3) private var height = 35 var body: some View { Button { print("\(character) pressed") } label: { Text(String(character).capitalized) .font(.title3) .frame(width: self.width, height: self.height) .background { RoundedRectangle(cornerRadius: min(width, height)/4, style: .continuous) .stroke(.gray) } } .buttonStyle(PlainButtonStyle()) } } Problem GameView doesn't fit its parent view: Question How do I make GameView be at most as big as its parent view? What I've tried and didn't work GameView() .frame(maxWidth: .infinity, maxHeight: .infinity) GeometryReader { geometry in GameView() .frame(maxWidth: geometry.size.width, maxHeight: geometry.size.height) } GameView() .clipped() GameView() .layoutPriority(1) GameView() .scaledToFit() GameView() .minimumScaleFactor(0.01) GameView() .scaledToFill() .minimumScaleFactor(0.5) I'm not using UIScreen.main.bounds.width because I'm trying to build a multi-platform app.
Topic: UI Frameworks SubTopic: SwiftUI
Replies
0
Boosts
0
Views
96
Activity
Jul ’25
tvOS: Using .onExitCommand to Navigate to Home Tab Before Exiting — Is This Acceptable?
Hi Apple Developer Team, In my tvOS app built with SwiftUI, I have a tab-based interface with several sections. The first tab (index 0) is the Home tab. Other tabs include Contact, WiFi, Welcome, etc. I want to handle the remote's Menu / Back button (.onExitCommand) so that: If the user is on any tab other than Home (tabs 1, 2, 3, etc.), pressing the Menu button takes them back to the Home tab. If the user is already on the Home tab, then pressing the TV/Home button (not Menu) behaves as expected — suspending or exiting the app (handled by the system, no code involved). Here's a simplified version of what I implemented: .onExitCommand { if selectedTab != 0 { selectedTab = 0 focusedTab = 0 } else { // Let system handle the exit when user presses the TV/Home button } } This behavior ensures users don’t accidentally exit the app when they're browsing other tabs, and provides a consistent navigation experience. Question: Is this an acceptable and App Store-compliant use of .onExitCommand on tvOS? I'm not calling exit(0) or trying to force-terminate the app — just using .onExitCommand for in-app navigation purposes. Any official guidance or best practices would be greatly appreciated! Thanks, Prashant
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Replies
0
Boosts
0
Views
107
Activity
May ’25
Open file directly into editor view with DocumentGroup
This was also raised in FB17028569 I have iOS document based app using DocumentGroup. I can create and save documents as expected. All that functionality is fine. @main struct FooBarApp: App { var body: some Scene { DocumentGroup(newDocument: { FoobarDocument() }) { config in MainView(document: config.document) } The problem is when I open an app document from Files.app or Messages the document is never opened directly into the editor, the document browser interface is always presented and the user must manually select the document to open an editor. This also happens when I use UIApplication.shared.requestSceneSessionActivation(nil, userActivity: activity, options: nil) to open a new scene. The doc isn't opened into my editor. I believe my plist document types are setup correctly and that my ReferenceFileDocument is setup correctly <key>CFBundleDocumentTypes</key> <array> <dict> <key>CFBundleTypeExtensions</key> <array> <string>foobar</string> </array> <key>CFBundleTypeIconFile</key> <string>icon-128</string> <key>CFBundleTypeIconSystemGenerated</key> <integer>1</integer> <key>CFBundleTypeMIMETypes</key> <array> <string>application/json</string> </array> <key>CFBundleTypeName</key> <string>Foobar Project</string> <key>LSHandlerRank</key> <string>Owner</string> <key>LSItemContentTypes</key> <array> <string>com.digital-dirtbag.foobar</string> </array> <key>NSUbiquitousDocumentUserActivityType</key> <string>$(PRODUCT_BUNDLE_IDENTIFIER).ubiquitousdoc</string> </dict> </array> <key>UTExportedTypeDeclarations</key> <array> <dict> <key>UTTypeConformsTo</key> <array> <string>public.data</string> </array> <key>UTTypeDescription</key> <string>Foobar Project</string> <key>UTTypeIconFiles</key> <array> <string>icon-128.png</string> </array> <key>UTTypeIdentifier</key> <string>com.digital-dirtbag.foobar</string> <key>UTTypeTagSpecification</key> <dict> <key>public.filename-extension</key> <array> <string>foobar</string> </array> </dict> </dict> The question is does DocumentGroup on iOS even support opening documents directly into the editor view? I know it works on macOS as expected as I tried this with the demo code and it exhibits the same symptoms. Opening a document from iOS Files.app only gets you as far as the document browser while macOS will open an editor directly.
Topic: UI Frameworks SubTopic: SwiftUI
Replies
0
Boosts
0
Views
80
Activity
May ’25