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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Enabling Show Tab Bar Programmatically
I have a macOS application developed in SwiftUI. It's a document-based application. I know how to hide the Show Tab Bar command under View. I don't want to hide it. I always want to show tabs. I wonder how to enable this command programmatically such that the document window always has the + button to the right. Thanks.
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120
May ’25
UIViewRepresentable Coordinator @Binding returns stale value when accessed via context.coordinator but fresh value when accessed via self
I'm encountering unexpected behavior with @Binding in a UIViewRepresentable's Coordinator. The same Coordinator instance returns different values depending on how the property is accessed. Environment: iOS 17+ / Xcode 15+ SwiftUI with UIViewRepresentable Issue: When I access @Binding var test inside the Coordinator: ✅ Via self.test in Coordinator methods: Returns the updated value ❌ Via context.coordinator.test in updateUIView: Returns the stale/initial value Both access the same Coordinator instance (verified by memory address), yet return different values. Minimal Reproducible Example: struct ContentView: View { @State private var test: [Int] = [1, 2, 3, 4, 5] var body: some View { VStack { TestRepresentable(test: $test) Text("State: \(test.description)") } } } struct TestRepresentable: UIViewRepresentable { @Binding var test: [Int] func makeUIView(context: Context) -> UIButton { let button = UIButton(type: .system) button.setTitle("Toggle", for: .normal) button.addTarget( context.coordinator, action: #selector(Coordinator.buttonTapped), for: .touchUpInside ) return button } func updateUIView(_ uiView: UIButton, context: Context) { // Log coordinator instance address let coordAddr = String(describing: Unmanaged.passUnretained(context.coordinator).toOpaque()) print("[updateUIView] Coordinator address: \(coordAddr)") // Log values print("[updateUIView] self.test: \(self.test)") print("[updateUIView] context.coordinator.test: \(context.coordinator.test)") // These should be the same but they're not! // self.test shows updated value // context.coordinator.test shows stale value } func makeCoordinator() -> Coordinator { Coordinator(test: $test) } class Coordinator: NSObject { @Binding var test: [Int] var idx: Int = 0 init(test: Binding<[Int]>) { _test = test } @objc func buttonTapped() { idx += 1 if idx < test.count { test[idx] += 5 } // Log coordinator instance address let selfAddr = String(describing: Unmanaged.passUnretained(self).toOpaque()) print("[buttonTapped] Coordinator address: \(selfAddr)") // Log value - this shows the UPDATED value print("[buttonTapped] self.test: \(test)") } } } Actual Output: [Initial] [updateUIView] Coordinator address: 0x600001234567 [updateUIView] self.test: [1, 2, 3, 4, 5] [updateUIView] context.coordinator.test: [1, 2, 3, 4, 5] [After first tap] [buttonTapped] Coordinator address: 0x600001234567 [buttonTapped] self.test: [1, 7, 3, 4, 5] ✅ Updated! [updateUIView] Coordinator address: 0x600001234567 ← Same instance [updateUIView] self.test: [1, 7, 3, 4, 5] ✅ Updated! [updateUIView] context.coordinator.test: [1, 2, 3, 4, 5] ❌ Stale! [After second tap] [buttonTapped] Coordinator address: 0x600001234567 [buttonTapped] self.test: [1, 7, 8, 4, 5] ✅ Updated! [updateUIView] Coordinator address: 0x600001234567 ← Same instance [updateUIView] self.test: [1, 7, 8, 4, 5] ✅ Updated! [updateUIView] context.coordinator.test: [1, 2, 3, 4, 5] ❌ Still stale! Questions: Why does context.coordinator.test return a stale value when it's the same Coordinator instance? Is this intended behavior or a bug? What's the correct pattern to access Coordinator's @Binding properties in updateUIView? Workaround Found: Using self.test instead of context.coordinator.test in updateUIView works, but I'd like to understand why accessing the same property through context yields different results. Related: I've seen suggestions to update coordinator.parent = self in updateUIView, but this doesn't explain why the same object's property returns different values. Binding documentation states it's "a pair of get and set closures," but there's no explanation of how Context affects closure behavior. Any insights would be greatly appreciated! P.S - https://stackoverflow.com/questions/69552418/why-does-a-binding-in-uiviewrepresentables-coordinator-have-a-constant-read-valu This is the link that I found out online with same problem that I have but not answered well.
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63
Nov ’25
[Want] A View detects one from multiple custom Gestures.
SwiftUI Gesture cannot detect one of multiple gestures. I made a library for it because no default functions for it exists and I need it for my app. https://github.com/Saw-000/SwiftUI-DetectGestureUtil I want to use a function like this library with "import SwiftUI". The function is needed in the core maybe, isn't it?
Topic: UI Frameworks SubTopic: SwiftUI
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130
Nov ’25
Matching launch image with with background image
The document-based SwiftUI example app (https://aninterestingwebsite.com/documentation/swiftui/building-a-document-based-app-with-swiftui) doesn't specify a launch image. It would seem per the HIG that the "pinkJungle" background in the app would be a decent candidate for a launch image, since it will be in the background when the document browser comes up. However when specifying it as the UIImageName, it is not aligned the same as the background image. I'm having trouble figuring out how it should be aligned to match the image. The launch image seems to be scaled up a bit over scaledToFill. I suppose a launch storyboard might make this more explicit, but I still should be able to do it without one. This is the image when displayed as the launch image: and this is how it's rendered in the background right before the document browser comes up:
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54
Nov ’25
NavigationPath.append but .navigationDestination Not Being Called
I am trying to do a bit of fancy navigation in SwiftUI using NavigationPath and am having a problem. I have a root view with includes a button: struct ClassListScreen: View { @Bindable private var router = AppRouter.shared @State private var addCourse: Bool = false ... var body: some View { ... Button("Add Class") { router.currentPath.append(addCourse) }.buttonStyle(.borderedProminent) ... .navigationDestination(for: Bool.self){ _ in ClassAddDialog { course in sortCourses() } } } } router.currentPath is the NavigationPath associated with the operative NavigationStack. (This app has a TabView and each Tab has its own NavigationStack and NavigationPath). Tapping the button correctly opens the ClassAddDialog. In ClassAddDialog is another button: struct ClassAddDialog: View { @Bindable private var router = AppRouter.shared @State private var idString: String = "" ... var body: some View { ... Button("Save") { let course = ... ... (save logic) idString = course.id.uuidString var path = router.currentPath path.removeLast() path.append(idString) router.currentPath = path }.buttonStyle(.borderedProminent) ... .navigationDestination(for: String.self) { str in if let id = UUID(uuidString: str), let course = Course.findByID(id, with: context) { ClassDetailScreen(course: course) } } } } My intent here is that tapping the Save button in ClassAddDialog would pop that view and move directly to the ClassDetailScreen (without returning to the root ClassListScreen). The problem is that the code inside the navigationDestination is NEVER hit. (I.e., a breakpoint on the if let ... statement) never fires. I just end up on a (nearly) blank view with a warning triangle icon in its center. (And yes, the back button takes me to the root, so the ClassAddDialog WAS removed as expected.) And I don't understand why. Can anyone share any insight here?
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106
Oct ’25
When is the StateObject’s autoclosure actually called?
The signature of the StateObject initializer is init(wrappedValue thunk: @autoclosure @escaping () -> ObjectType). The fact that the autoclosure is marked as escaping intrigues me, because that suggests that it could be called after the init has returned. Why this is interesting is because I have some code where the viewmodel given to the @StateObject depends on an implicitly unwrapped optional type, and I expect the top level initialization of the StateObject to crash because the implicitly unwrapped optional is not ready yet, but to my surprise it did not. My theory is that the autoclosure is being called after the View’s initialization had been called, when the dependency is ready. heres a minimal sample of that. class MyDependency: ObservableObject { @Published var value = "Hello" } class MyViewModel: ObservableObject { let dependency: MyDependency init(dependency: MyDependency = TestApp.dependency) { self.dependency = dependency print("✅ ViewModel initialized with dependency:", dependency.value) } } struct ContentView: View { @StateObject private var viewModel = MyViewModel() // ⚠️ expected crash? var body: some View { Text(viewModel.dependency.value).onAppear { TestApp.dependency = Dependency()// dependency is set here after init has been called } } } @main struct TestApp: App { static var dependency: MyDependency! // not ready yet var body: some Scene { WindowGroup { ContentView() } }```
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135
Oct ’25
Glass effect on a stroke
I'm trying to apply a glass effect on a circle stroke but all it does is apply it to the circle itself and not the stroke: import SwiftUI let kCarouselCircleSize: CGFloat = 150 let kCarouselOpacity: Double = 0.3 let kCarouselStrokeWidth: CGFloat = 60 struct ContentView: View { @State var showing = false var body: some View { VStack(spacing: 60) { Text("ultraThinMaterial:") .font(.title) CarouseCircle(drawProgress: 0.7, isActive: false) Text("glassEffect()") .font(.title) CarouseCircle(useGlassEffect: true, drawProgress: 0.7, isActive: false) } .background(content: { Image(.background2) }) .padding() } } struct CarouseCircle: View { var size: CGFloat = kCarouselCircleSize var strokeWidth: CGFloat = kCarouselStrokeWidth var useGlassEffect: Bool = false var drawProgress: CGFloat var isActive: Bool var body: some View { if useGlassEffect { Circle() .trim(from: 0, to: drawProgress) .fill(.clear) .stroke(.blue, style: StrokeStyle(lineWidth: strokeWidth, lineCap: .round)) .frame(width: size, height: size) .glassEffect() .shadow(color: .black.opacity(kCarouselOpacity), radius: isActive ? 4 : 1, x: 0, y: 0) .rotationEffect(.degrees(-90)) // Start drawing at button 1's position } else { Circle() .trim(from: 0, to: drawProgress) .fill(.clear) .stroke(.ultraThinMaterial, style: StrokeStyle(lineWidth: strokeWidth, lineCap: .round)) .frame(width: size, height: size) .shadow(color: .black.opacity(kCarouselOpacity), radius: isActive ? 4 : 1, x: 0, y: 0) .rotationEffect(.degrees(-90)) // Start drawing at button 1's position } } } Here's the result: Is this supported, a bug or something I'm doing wrong?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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176
Jul ’25
SwiftUI Map menu / chrome placement — three approaches (overlay, ZStack + safeAreaPadding, safeAreaInset): which one is best practice?
Hi everyone, I’m building a full-screen Map (MapKit + SwiftUI) with persistent top/bottom chrome (menu buttons on top, session stats + map controls on bottom). I have three working implementations and I’d like guidance on which pattern Apple recommends long-term (gesture correctness, safe areas, Dynamic Island/home indicator, and future compatibility). Version 1 — overlay(alignment:) on Map Idea: Draw chrome using .overlay(alignment:) directly on the map and manage padding manually. Map(position: $viewModel.previewMapCameraPosition, scope: mapScope) { UserAnnotation { UserLocationCourseMarkerView(angle: viewModel.userCourse - mapHeading) } } .mapStyle(viewModel.mapType.mapStyle) .mapControls { MapUserLocationButton().mapControlVisibility(.hidden) MapCompass().mapControlVisibility(.hidden) MapPitchToggle().mapControlVisibility(.hidden) MapScaleView().mapControlVisibility(.hidden) } .overlay(alignment: .top) { mapMenu } // manual padding inside .overlay(alignment: .bottom) { bottomChrome } // manual padding inside Version 2 — ZStack + .safeAreaPadding Idea: Place the map at the back, then lay out top/bottom chrome in a VStack inside a ZStack, and use .safeAreaPadding(.all) so content respects safe areas. ZStack(alignment: .top) { Map(...).ignoresSafeArea() VStack { mapMenu Spacer() bottomChrome } .safeAreaPadding(.all) } Version 3 — .safeAreaInset on the Map Idea: Make the map full-bleed and then reserve top/bottom space with safeAreaInset, letting SwiftUI manage insets Map(...).ignoresSafeArea() .mapStyle(viewModel.mapType.mapStyle) .mapControls { MapUserLocationButton().mapControlVisibility(.hidden) MapCompass().mapControlVisibility(.hidden) MapPitchToggle().mapControlVisibility(.hidden) MapScaleView().mapControlVisibility(.hidden) } .safeAreaInset(edge: .top) { mapMenu } // manual padding inside .safeAreaInset(edge: .bottom) { bottomChrome } // manual padding inside Question I noticed: Safe-area / padding behavior – Version 2 requires the least extra padding and seems to create a small but partial safe-area spacing automatically. – Version 3 still needs roughly the same manual padding as Version 1, even though it uses safeAreaInset. Why doesn’t safeAreaInset fully handle that spacing? Rotation crash (Metal) When using Version 3 (safeAreaInset + ignoresSafeArea), rotating the device portrait↔landscape several times triggers a Metal crash: failed assertion 'The following Metal object is being destroyed while still required… CAMetalLayer Display Drawable' The same crash can happen with Version 1, though less often. I haven’t tested it much with Version 2. Is this a known issue or race condition between Map’s internal Metal rendering and view layout changes? Expected behavior What’s the intended or supported interaction between safeAreaInset, safeAreaPadding, and overlay when embedding persistent chrome inside a SwiftUI Map? Should safeAreaInset normally remove the need for manual padding, or is that by design?
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118
Nov ’25
Document-based app: file picker flickers since macOS 26 update
Description: Since updating to Tahoe, the file picker dialog briefly flickers immediately after opening in my document-based app. This behavior did not occur on macOS Sequoia. Rhe issue does not appear in TextEdit, but it does occur in Paper (a writing app) and Kaleidoscope. Based on this, it seems to affect third-party document-based apps that use standard open panels. Steps to Reproduce: 1. Launch a third-party document-based app. 2. Open the file picker (e.g., via “Open…”). 3. Observe a brief flicker as the dialog appears. Expected Result: The file picker dialog should open smoothly without flickering. Actual Result: The file picker dialog flickers briefly right after appearing. Notes: • Issue introduced in macOS Tahoe. • Not reproducible in macOS Sequoia. Reported through Feedback Assistant: FB20522119
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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157
Oct ’25
Unknown error when displaying IntentItems with images in widget configuration intent
Hi everyone, I’m building a simple sticky notes app that allows users to place a note widget on their home screen. Each widget displays a user-created sticky note. To let users choose which note to show, I’ve implemented an Intent that presents a list of existing sticky notes. The list is built using IntentItems, and for each item I assign an image to visually represent the note. Each sticky note can have a different background color and optional image, so I generate a small PNG (150×150, ~30 KB) and include it in the app bundle. However, when I try to display the selection list, I get the following error: The action Select sticky note could not run because an unknown error occurred. If I tap OK and try again, the intent selector appears and works. Here’s what I’d like to understand: What could cause this unknown error when using images in IntentItems? Are there known limitations on image size, source, or format for intent item images? Can I supply a unique image per sticky note, or must all intent items share a common image? Any guidance or insights would be greatly appreciated — I haven’t been able to find clear documentation about image handling in IntentItem for widget configuration. Thanks!
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116
Oct ’25
UI Sounds visionOS
Hi, Looking to get secondary tap sound in UI, When in menus on visionOS there is a secondary sound that isn't a button sound when you tap on elements not - does anyone know how to add this sound (it's also in settings when you tap on any element? Currently I am generating a similar field as in the appstore settings but the onTapGesture doesn't make a system sound. Thanks! let title: String let subtitle: String? let action: (() -> Void)? @State private var isHovered = false init(title: String, subtitle: String? = nil, action: (() -> Void)? = nil) { self.title = title self.subtitle = subtitle self.action = action } var body: some View { HStack { VStack(alignment: .leading, spacing: 2) { Text(title) .font(.body) .foregroundColor(.primary) if let subtitle = subtitle { Text(subtitle) .font(.caption) .foregroundColor(.secondary) } } Spacer() Image(systemName: "chevron.right") .font(.system(size: 12, weight: .medium)) .foregroundColor(.secondary) } .padding(.horizontal, 24) .frame(height: 50.45) .background(.black.opacity(0.3)) .onTapGesture { action?() } .hoverEffect(.highlight) } }
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102
Oct ’25
SwiftUI animation is laggy in NSStatusItem since macOS 26 Tahoe
My app is a bit of a special case and relies on a custom view in a NSStatusItem. I use a NSHostingView and add it as a subview to my NSStatusItem's .button property. Since macOS 26 Tahoe, even simple animations like a .frame change of a Circle won't animate smoothly even though the same SwiftUI animates normally in a WindowGroup. class AppDelegate: NSObject, NSApplicationDelegate { private let statusItem: NSStatusItem = NSStatusBar.system.statusItem(withLength: NSStatusItem.variableLength) func applicationDidFinishLaunching(_ aNotification: Notification) { let subview = NSHostingView(rootView: AnimationView()) let view = self.statusItem.button view?.addSubview(subview) subview.translatesAutoresizingMaskIntoConstraints = false guard let view = view else { return } NSLayoutConstraint.activate([ subview.centerXAnchor.constraint(equalTo: view.centerXAnchor), subview.centerYAnchor.constraint(equalTo: view.centerYAnchor), subview.widthAnchor.constraint(equalToConstant: 22), subview.heightAnchor.constraint(equalToConstant: 22) ]) } } struct AnimationView: View { @State private var isTapped = false @State private var size: CGSize = .init(width: 4, height: 4) var body: some View { Circle() .fill(.pink) .frame(width: size.width, height: size.height) .frame(width: 20, height: 20) // .frame(maxHeight: .infinity) // .padding(.horizontal, 9) // .frame(height: 22) .contentShape(Rectangle()) // .background(Color.blue.opacity(0.5)) .onTapGesture { withAnimation(.interactiveSpring(response: 0.85, dampingFraction: 0.26, blendDuration: 0.45)) { // withAnimation(.spring()) { if isTapped { size = .init(width: 4, height: 4) } else { size = .init(width: 16, height: 16) } } isTapped.toggle() }} } Example project: https://app.box.com/s/q28upunrgkxyyd97ovslgud9yitqaxfk
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112
Oct ’25
How to detect modifier keys with hardware keyboard in SwiftUI (iOS)?
Hi everyone, In UIKit, I can detect which key and modifier keys are pressed from an external hardware keyboard using the pressesBegan method in a UIResponder: override func pressesBegan(_ presses: Set<UIPress>, with event: UIPressesEvent?) { for press in presses { if let key = press.key { print("Key: \(key.charactersIgnoringModifiers ?? "")") print("Modifiers: \(key.modifierFlags)") } } } I am now working in SwiftUI (iOS), and I couldn’t find a direct equivalent for pressesBegan. What is the recommended way in SwiftUI to detect modifier keys + key presses from an external keyboard? Is there a built-in API, or should I always wrap a UIKit view/controller for this purpose? Thanks in advance!
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73
Sep ’25
How to apply SwiftUI window modifiers when using Xcode's #Preview on a macOS view?
Is there a way to configure the style and toolbar of the macOS window that Xcode uses in #Preview? I am working on a macOS application and want to preview some SwiftUI views within different window styles, toolbar styles and window title/subtitle visibilities. Some of the modifiers to control the look-and-feel of a window are actually Scene Modifiers, not View Modifiers: .windowStyle .windowToolbarLabelStyle .windowToolbarStyle But #Preview does not accept Scenes, so I can't apply these modifiers: // Error, not a view modifier. #Preview { ContentView() .windowStyle(...) } // Error, Window is not supported in #Preview. #Preview { Window("Browser", id: "browser") { ContentView() } } If I give my ContentView a .toolbar(...), Xcode's Preview will correctly show a window with a toolbar, but not necessarily in the style I want. Is there a way to apply the Scene Modifiers to #Preview so that I can see how they affect the window's chrome and toolbar?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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85
Oct ’25
A focused searchable modifier breaks programmatic back navigation
Calls to NavigationPath.removeLast(_:) will successfully remove items from the path, but the navigation stack UI fails to correctly update if a view in an intermediate path item had a focused searchable modifier. In this first video, the searchable modifier is unused. I can navigate to the list, make a selection and return home: In this second example, the searchable modifier is focused and a selection from the list is made. In the final screen, if I attempt to return home we can see that the navigation path size decreases but the view does not change. If the button is pressed again, we attempt to remove path items that no longer exist, causing a fatal error. Minimal Reproducible Code: import SwiftUI @main struct NavigationStackRemoveLastNBugApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { @State private var navigationPath = NavigationPath() var body: some View { NavigationStack(path: $navigationPath) { List { Button("List") { navigationPath.append(NavigationDestination.listView) } } .navigationDestination(for: NavigationDestination.self) { destination in switch destination { case let .selectionView(int): SelectionView(selectedNumber: int) case .listView: ListView() } } .navigationTitle("Home") } .environment(\.navigationPath, $navigationPath) } } enum NavigationDestination: Hashable { case listView case selectionView(Int) } struct ListView: View { @Environment(\.navigationPath) var navigationPath @State private var query = "" var body: some View { List(1..<5, id: \.self) { int in Button { navigationPath?.wrappedValue.append(NavigationDestination.selectionView(int)) } label: { Text(int, format: .number) } } .searchable(text: $query, placement: .navigationBarDrawer(displayMode: .always)) } } struct SelectionView: View { @Environment(\.navigationPath) var navigationPath let selectedNumber: Int @State private var pathSize: Int? var body: some View { List { LabeledContent("Selection", value: selectedNumber.formatted()) if let pathSize { LabeledContent("Navigation Path Size", value: pathSize.formatted()) } Button("Back Home") { navigationPath?.wrappedValue.removeLast(2) pathSize = navigationPath?.wrappedValue.count } } .task { pathSize = navigationPath?.wrappedValue.count } } } extension EnvironmentValues { @Entry var navigationPath: Binding<NavigationPath>? } #Preview { ContentView() } FB20395585
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94
Sep ’25
Extra unwanted space in main window
Hi there! I'm having this issue with my main windows. I'm having a big space on top of that without any logic explanation (at least for my poor knowledge). Using the code below I'm getting this Windows layout: Does anybody have any guidance on how to get out that extra space at the beginning? Thanks a lot! import SwiftUI import SwiftData #if os(macOS) import AppKit #endif // Helper to access and control NSWindow for size/position persistence #if os(macOS) struct WindowAccessor: NSViewRepresentable { let onWindow: (NSWindow) -> Void func makeNSView(context: Context) -> NSView { let view = NSView() DispatchQueue.main.async { if let window = view.window { onWindow(window) } } return view } func updateNSView(_ nsView: NSView, context: Context) { DispatchQueue.main.async { if let window = nsView.window { onWindow(window) } } } } #endif @main struct KaraoPartyApp: App { @StateObject private var songsModel = SongsModel() @Environment(\.openWindow) private var openWindow var body: some Scene { Group { WindowGroup { #if os(macOS) WindowAccessor { window in window.minSize = NSSize(width: 900, height: 700) // Configure window to eliminate title bar space window.titleVisibility = .hidden window.titlebarAppearsTransparent = true window.styleMask.insert(.fullSizeContentView) } #endif ContentView() .environmentObject(songsModel) } .windowToolbarStyle(.unifiedCompact) .windowResizability(.contentSize) .defaultSize(width: 1200, height: 900) .windowStyle(.titleBar) #if os(macOS) .windowToolbarStyle(.unified) #endif WindowGroup("CDG Viewer", id: "cdg-viewer", for: CDGWindowParams.self) { $params in if let params = params { ZStack { #if os(macOS) WindowAccessor { window in window.minSize = NSSize(width: 600, height: 400) // Restore window frame if available let key = "cdgWindowFrame" let defaults = UserDefaults.standard if let frameString = defaults.string(forKey: key) { let frame = NSRectFromString(frameString) if window.frame != frame { window.setFrame(frame, display: true) } } else { // Open CDG window offset from main window if let mainWindow = NSApp.windows.first { let mainFrame = mainWindow.frame let offsetFrame = NSRect(x: mainFrame.origin.x + 60, y: mainFrame.origin.y - 60, width: 800, height: 600) window.setFrame(offsetFrame, display: true) } } // Observe frame changes and save NotificationCenter.default.addObserver(forName: NSWindow.didMoveNotification, object: window, queue: .main) { _ in let frameStr = NSStringFromRect(window.frame) defaults.set(frameStr, forKey: key) } NotificationCenter.default.addObserver(forName: NSWindow.didEndLiveResizeNotification, object: window, queue: .main) { _ in let frameStr = NSStringFromRect(window.frame) defaults.set(frameStr, forKey: key) } } #endif CDGView( cancion: Cancion( title: params.title ?? "", artist: params.artist ?? "", album: "", genre: "", year: "", bpm: "", playCount: 0, folderPath: params.cdgURL.deletingLastPathComponent().path, trackName: params.cdgURL.deletingPathExtension().lastPathComponent + ".mp3" ), backgroundType: params.backgroundType, videoURL: params.videoURL, cdfContent: params.cdfContent.flatMap { String(data: $0, encoding: .utf8) }, artist: params.artist, title: params.title ) } } else { Text("No se pudo abrir el archivo CDG.") } } .windowResizability(.contentSize) .defaultSize(width: 800, height: 600) WindowGroup("Metadata Editor", id: "metadata-editor") { MetadataEditorView() .environmentObject(songsModel) } .windowResizability(.contentSize) .defaultSize(width: 400, height: 400) WindowGroup("Canciones DB", id: "canciones-db") { CancionesDBView() } .windowResizability(.contentSize) .defaultSize(width: 800, height: 500) WindowGroup("Importar canciones desde carpeta", id: "folder-song-importer") { FolderSongImporterView() } .windowResizability(.contentSize) .defaultSize(width: 500, height: 350) } .modelContainer(for: Cancion.self) // Add menu command under Edit .commands { CommandGroup(replacing: .pasteboard) { } CommandMenu("Edit") { Button("Actualizar Metadatos") { openWindow(id: "metadata-editor") } .keyboardShortcut(",", modifiers: [.command, .shift]) } CommandMenu("Base de Datos") { Button("Ver Base de Datos de Canciones") { openWindow(id: "canciones-db") } .keyboardShortcut("D", modifiers: [.command, .shift]) } } } init() { print("\n==============================") print("[KaraoParty] Nueva ejecución iniciada: \(Date())") print("==============================\n") } }
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69
Nov ’25
Activate hoverEffect on separate entity attachment view
Hi, I'm working on RealityView and I have two entities in RCP. In order to set views for both entities, I have to create two separate attachments for each entity. What I want to achieve is that when I hover (by eye) on one entity's attachment, it would trigger the hover effect of the other entity's attachment. I try to use the hoverEffectGroup, but it would only activate the hover effect in a subview, instead a complete separate view. I refer to the following WWDC instruction for the hover effect. https://aninterestingwebsite.com/videos/play/wwdc2024/10152/
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81
Apr ’25
SwiftUI Glyphs clipped, how do I show the entire glyph?
This code: import SwiftUI struct heightProblem: View { var body: some View { Text("\u{1D15E} \u{1D15F} \u{1D160} \u{1D161} \u{1D162} \u{1D163} \u{1D164}") .font(Font.largeTitle.bold()) .frame(height: 50.0) .border(.red) .padding() .border(.green) } } #Preview { heightProblem() } Produces this display: Note the clipping. Lowering the baseline by about 20 brings it into view, but this is a horrible fix for dynamic display (The font is Noto, which works just fine in Xcode, but not in Safari for some reason.)
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124
Sep ’25
SwiftUI TextField selects all text when it gains focus — how to move caret to the end like in AppKit?
I’m running into an issue with TextField focus behavior in SwiftUI. By default, when I set focus to a TextField programmatically (using @FocusState), SwiftUI behaves like AppKit — the entire contents of the text field are selected. This is causing problems for my use case, because I want the caret placed at the end of the text without selecting everything. How I solved this in AppKit In AppKit, I worked around this by subclassing NSTextField and overriding becomeFirstResponder to adjust the editor’s selection: override func becomeFirstResponder() -> Bool { let responderStatus = super.becomeFirstResponder() // Ensure caret is placed at the end, no text selected if let editor = self.currentEditor() { let selectedRange = editor.selectedRange editor.selectedRange = NSRange(location: selectedRange.length, length: 0) } return responderStatus } This successfully prevented AppKit from auto-selecting the entire string when focus changed. The problem in SwiftUI Now I see the same auto-select behavior in SwiftUI when I toggle focus with @FocusState. But unlike AppKit, SwiftUI doesn’t expose the underlying NSTextView or UITextField APIs, so I can’t directly adjust the selection or caret position. Questions: Is there a way in SwiftUI to control the caret/selection behavior when a TextField becomes focused? Is there a built-in modifier or @FocusState trick I’m missing? Has anyone found a reliable SwiftUI-idiomatic approach to ensure the caret is placed at the end of the text instead of selecting all text? update: adding my swiftUI code below: struct TextFieldUI: View { @ObservedObject var pModel:TextFieldModel @FocusState private var pIsFocusedState: Bool var body: some View { VStack(spacing: 20) { TextField(pModel.placeholder, text: $pModel.text) .textFieldStyle(RoundedBorderTextFieldStyle()) .padding() .focused($pIsFocusedState) .onChange(of: pModel.isFocused) { old, newValue in pIsFocusedState = newValue } .onChange(of: pIsFocusedState) { old, newValue in pModel.isFocused = newValue } .onAppear { pIsFocusedState = pModel.isFocused } Toggle("Secure Mode", isOn: $pModel.isSecure) .padding() } .padding() } }
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130
Sep ’25
SwiftUI TextField with lineLimit inside Form does not respect lineLimit.
macos 26, xcode 26, ios 26. Everytime when you add new line at some point (like after 10-20 lines) the TextField will ignore the lineLimit and start changing the height. The problem related to Form but not Scroll. Maybe it can be reproduced in other scroll-based views. Bug report opened. Any siggestions? struct Test: View { @State var text = "" var body: some View { Form { Section { TextField("", text: $text, axis: .vertical) .lineLimit(3) .background(Color.green) } } } } @main struct TestApp: App { var body: some Scene { WindowGroup { Test() } } }
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Sep ’25
Enabling Show Tab Bar Programmatically
I have a macOS application developed in SwiftUI. It's a document-based application. I know how to hide the Show Tab Bar command under View. I don't want to hide it. I always want to show tabs. I wonder how to enable this command programmatically such that the document window always has the + button to the right. Thanks.
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120
Activity
May ’25
UIViewRepresentable Coordinator @Binding returns stale value when accessed via context.coordinator but fresh value when accessed via self
I'm encountering unexpected behavior with @Binding in a UIViewRepresentable's Coordinator. The same Coordinator instance returns different values depending on how the property is accessed. Environment: iOS 17+ / Xcode 15+ SwiftUI with UIViewRepresentable Issue: When I access @Binding var test inside the Coordinator: ✅ Via self.test in Coordinator methods: Returns the updated value ❌ Via context.coordinator.test in updateUIView: Returns the stale/initial value Both access the same Coordinator instance (verified by memory address), yet return different values. Minimal Reproducible Example: struct ContentView: View { @State private var test: [Int] = [1, 2, 3, 4, 5] var body: some View { VStack { TestRepresentable(test: $test) Text("State: \(test.description)") } } } struct TestRepresentable: UIViewRepresentable { @Binding var test: [Int] func makeUIView(context: Context) -> UIButton { let button = UIButton(type: .system) button.setTitle("Toggle", for: .normal) button.addTarget( context.coordinator, action: #selector(Coordinator.buttonTapped), for: .touchUpInside ) return button } func updateUIView(_ uiView: UIButton, context: Context) { // Log coordinator instance address let coordAddr = String(describing: Unmanaged.passUnretained(context.coordinator).toOpaque()) print("[updateUIView] Coordinator address: \(coordAddr)") // Log values print("[updateUIView] self.test: \(self.test)") print("[updateUIView] context.coordinator.test: \(context.coordinator.test)") // These should be the same but they're not! // self.test shows updated value // context.coordinator.test shows stale value } func makeCoordinator() -> Coordinator { Coordinator(test: $test) } class Coordinator: NSObject { @Binding var test: [Int] var idx: Int = 0 init(test: Binding<[Int]>) { _test = test } @objc func buttonTapped() { idx += 1 if idx < test.count { test[idx] += 5 } // Log coordinator instance address let selfAddr = String(describing: Unmanaged.passUnretained(self).toOpaque()) print("[buttonTapped] Coordinator address: \(selfAddr)") // Log value - this shows the UPDATED value print("[buttonTapped] self.test: \(test)") } } } Actual Output: [Initial] [updateUIView] Coordinator address: 0x600001234567 [updateUIView] self.test: [1, 2, 3, 4, 5] [updateUIView] context.coordinator.test: [1, 2, 3, 4, 5] [After first tap] [buttonTapped] Coordinator address: 0x600001234567 [buttonTapped] self.test: [1, 7, 3, 4, 5] ✅ Updated! [updateUIView] Coordinator address: 0x600001234567 ← Same instance [updateUIView] self.test: [1, 7, 3, 4, 5] ✅ Updated! [updateUIView] context.coordinator.test: [1, 2, 3, 4, 5] ❌ Stale! [After second tap] [buttonTapped] Coordinator address: 0x600001234567 [buttonTapped] self.test: [1, 7, 8, 4, 5] ✅ Updated! [updateUIView] Coordinator address: 0x600001234567 ← Same instance [updateUIView] self.test: [1, 7, 8, 4, 5] ✅ Updated! [updateUIView] context.coordinator.test: [1, 2, 3, 4, 5] ❌ Still stale! Questions: Why does context.coordinator.test return a stale value when it's the same Coordinator instance? Is this intended behavior or a bug? What's the correct pattern to access Coordinator's @Binding properties in updateUIView? Workaround Found: Using self.test instead of context.coordinator.test in updateUIView works, but I'd like to understand why accessing the same property through context yields different results. Related: I've seen suggestions to update coordinator.parent = self in updateUIView, but this doesn't explain why the same object's property returns different values. Binding documentation states it's "a pair of get and set closures," but there's no explanation of how Context affects closure behavior. Any insights would be greatly appreciated! P.S - https://stackoverflow.com/questions/69552418/why-does-a-binding-in-uiviewrepresentables-coordinator-have-a-constant-read-valu This is the link that I found out online with same problem that I have but not answered well.
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63
Activity
Nov ’25
[Want] A View detects one from multiple custom Gestures.
SwiftUI Gesture cannot detect one of multiple gestures. I made a library for it because no default functions for it exists and I need it for my app. https://github.com/Saw-000/SwiftUI-DetectGestureUtil I want to use a function like this library with "import SwiftUI". The function is needed in the core maybe, isn't it?
Topic: UI Frameworks SubTopic: SwiftUI
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130
Activity
Nov ’25
Matching launch image with with background image
The document-based SwiftUI example app (https://aninterestingwebsite.com/documentation/swiftui/building-a-document-based-app-with-swiftui) doesn't specify a launch image. It would seem per the HIG that the "pinkJungle" background in the app would be a decent candidate for a launch image, since it will be in the background when the document browser comes up. However when specifying it as the UIImageName, it is not aligned the same as the background image. I'm having trouble figuring out how it should be aligned to match the image. The launch image seems to be scaled up a bit over scaledToFill. I suppose a launch storyboard might make this more explicit, but I still should be able to do it without one. This is the image when displayed as the launch image: and this is how it's rendered in the background right before the document browser comes up:
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54
Activity
Nov ’25
NavigationPath.append but .navigationDestination Not Being Called
I am trying to do a bit of fancy navigation in SwiftUI using NavigationPath and am having a problem. I have a root view with includes a button: struct ClassListScreen: View { @Bindable private var router = AppRouter.shared @State private var addCourse: Bool = false ... var body: some View { ... Button("Add Class") { router.currentPath.append(addCourse) }.buttonStyle(.borderedProminent) ... .navigationDestination(for: Bool.self){ _ in ClassAddDialog { course in sortCourses() } } } } router.currentPath is the NavigationPath associated with the operative NavigationStack. (This app has a TabView and each Tab has its own NavigationStack and NavigationPath). Tapping the button correctly opens the ClassAddDialog. In ClassAddDialog is another button: struct ClassAddDialog: View { @Bindable private var router = AppRouter.shared @State private var idString: String = "" ... var body: some View { ... Button("Save") { let course = ... ... (save logic) idString = course.id.uuidString var path = router.currentPath path.removeLast() path.append(idString) router.currentPath = path }.buttonStyle(.borderedProminent) ... .navigationDestination(for: String.self) { str in if let id = UUID(uuidString: str), let course = Course.findByID(id, with: context) { ClassDetailScreen(course: course) } } } } My intent here is that tapping the Save button in ClassAddDialog would pop that view and move directly to the ClassDetailScreen (without returning to the root ClassListScreen). The problem is that the code inside the navigationDestination is NEVER hit. (I.e., a breakpoint on the if let ... statement) never fires. I just end up on a (nearly) blank view with a warning triangle icon in its center. (And yes, the back button takes me to the root, so the ClassAddDialog WAS removed as expected.) And I don't understand why. Can anyone share any insight here?
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106
Activity
Oct ’25
When is the StateObject’s autoclosure actually called?
The signature of the StateObject initializer is init(wrappedValue thunk: @autoclosure @escaping () -> ObjectType). The fact that the autoclosure is marked as escaping intrigues me, because that suggests that it could be called after the init has returned. Why this is interesting is because I have some code where the viewmodel given to the @StateObject depends on an implicitly unwrapped optional type, and I expect the top level initialization of the StateObject to crash because the implicitly unwrapped optional is not ready yet, but to my surprise it did not. My theory is that the autoclosure is being called after the View’s initialization had been called, when the dependency is ready. heres a minimal sample of that. class MyDependency: ObservableObject { @Published var value = "Hello" } class MyViewModel: ObservableObject { let dependency: MyDependency init(dependency: MyDependency = TestApp.dependency) { self.dependency = dependency print("✅ ViewModel initialized with dependency:", dependency.value) } } struct ContentView: View { @StateObject private var viewModel = MyViewModel() // ⚠️ expected crash? var body: some View { Text(viewModel.dependency.value).onAppear { TestApp.dependency = Dependency()// dependency is set here after init has been called } } } @main struct TestApp: App { static var dependency: MyDependency! // not ready yet var body: some Scene { WindowGroup { ContentView() } }```
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135
Activity
Oct ’25
Glass effect on a stroke
I'm trying to apply a glass effect on a circle stroke but all it does is apply it to the circle itself and not the stroke: import SwiftUI let kCarouselCircleSize: CGFloat = 150 let kCarouselOpacity: Double = 0.3 let kCarouselStrokeWidth: CGFloat = 60 struct ContentView: View { @State var showing = false var body: some View { VStack(spacing: 60) { Text("ultraThinMaterial:") .font(.title) CarouseCircle(drawProgress: 0.7, isActive: false) Text("glassEffect()") .font(.title) CarouseCircle(useGlassEffect: true, drawProgress: 0.7, isActive: false) } .background(content: { Image(.background2) }) .padding() } } struct CarouseCircle: View { var size: CGFloat = kCarouselCircleSize var strokeWidth: CGFloat = kCarouselStrokeWidth var useGlassEffect: Bool = false var drawProgress: CGFloat var isActive: Bool var body: some View { if useGlassEffect { Circle() .trim(from: 0, to: drawProgress) .fill(.clear) .stroke(.blue, style: StrokeStyle(lineWidth: strokeWidth, lineCap: .round)) .frame(width: size, height: size) .glassEffect() .shadow(color: .black.opacity(kCarouselOpacity), radius: isActive ? 4 : 1, x: 0, y: 0) .rotationEffect(.degrees(-90)) // Start drawing at button 1's position } else { Circle() .trim(from: 0, to: drawProgress) .fill(.clear) .stroke(.ultraThinMaterial, style: StrokeStyle(lineWidth: strokeWidth, lineCap: .round)) .frame(width: size, height: size) .shadow(color: .black.opacity(kCarouselOpacity), radius: isActive ? 4 : 1, x: 0, y: 0) .rotationEffect(.degrees(-90)) // Start drawing at button 1's position } } } Here's the result: Is this supported, a bug or something I'm doing wrong?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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176
Activity
Jul ’25
SwiftUI Map menu / chrome placement — three approaches (overlay, ZStack + safeAreaPadding, safeAreaInset): which one is best practice?
Hi everyone, I’m building a full-screen Map (MapKit + SwiftUI) with persistent top/bottom chrome (menu buttons on top, session stats + map controls on bottom). I have three working implementations and I’d like guidance on which pattern Apple recommends long-term (gesture correctness, safe areas, Dynamic Island/home indicator, and future compatibility). Version 1 — overlay(alignment:) on Map Idea: Draw chrome using .overlay(alignment:) directly on the map and manage padding manually. Map(position: $viewModel.previewMapCameraPosition, scope: mapScope) { UserAnnotation { UserLocationCourseMarkerView(angle: viewModel.userCourse - mapHeading) } } .mapStyle(viewModel.mapType.mapStyle) .mapControls { MapUserLocationButton().mapControlVisibility(.hidden) MapCompass().mapControlVisibility(.hidden) MapPitchToggle().mapControlVisibility(.hidden) MapScaleView().mapControlVisibility(.hidden) } .overlay(alignment: .top) { mapMenu } // manual padding inside .overlay(alignment: .bottom) { bottomChrome } // manual padding inside Version 2 — ZStack + .safeAreaPadding Idea: Place the map at the back, then lay out top/bottom chrome in a VStack inside a ZStack, and use .safeAreaPadding(.all) so content respects safe areas. ZStack(alignment: .top) { Map(...).ignoresSafeArea() VStack { mapMenu Spacer() bottomChrome } .safeAreaPadding(.all) } Version 3 — .safeAreaInset on the Map Idea: Make the map full-bleed and then reserve top/bottom space with safeAreaInset, letting SwiftUI manage insets Map(...).ignoresSafeArea() .mapStyle(viewModel.mapType.mapStyle) .mapControls { MapUserLocationButton().mapControlVisibility(.hidden) MapCompass().mapControlVisibility(.hidden) MapPitchToggle().mapControlVisibility(.hidden) MapScaleView().mapControlVisibility(.hidden) } .safeAreaInset(edge: .top) { mapMenu } // manual padding inside .safeAreaInset(edge: .bottom) { bottomChrome } // manual padding inside Question I noticed: Safe-area / padding behavior – Version 2 requires the least extra padding and seems to create a small but partial safe-area spacing automatically. – Version 3 still needs roughly the same manual padding as Version 1, even though it uses safeAreaInset. Why doesn’t safeAreaInset fully handle that spacing? Rotation crash (Metal) When using Version 3 (safeAreaInset + ignoresSafeArea), rotating the device portrait↔landscape several times triggers a Metal crash: failed assertion 'The following Metal object is being destroyed while still required… CAMetalLayer Display Drawable' The same crash can happen with Version 1, though less often. I haven’t tested it much with Version 2. Is this a known issue or race condition between Map’s internal Metal rendering and view layout changes? Expected behavior What’s the intended or supported interaction between safeAreaInset, safeAreaPadding, and overlay when embedding persistent chrome inside a SwiftUI Map? Should safeAreaInset normally remove the need for manual padding, or is that by design?
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118
Activity
Nov ’25
Document-based app: file picker flickers since macOS 26 update
Description: Since updating to Tahoe, the file picker dialog briefly flickers immediately after opening in my document-based app. This behavior did not occur on macOS Sequoia. Rhe issue does not appear in TextEdit, but it does occur in Paper (a writing app) and Kaleidoscope. Based on this, it seems to affect third-party document-based apps that use standard open panels. Steps to Reproduce: 1. Launch a third-party document-based app. 2. Open the file picker (e.g., via “Open…”). 3. Observe a brief flicker as the dialog appears. Expected Result: The file picker dialog should open smoothly without flickering. Actual Result: The file picker dialog flickers briefly right after appearing. Notes: • Issue introduced in macOS Tahoe. • Not reproducible in macOS Sequoia. Reported through Feedback Assistant: FB20522119
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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157
Activity
Oct ’25
Unknown error when displaying IntentItems with images in widget configuration intent
Hi everyone, I’m building a simple sticky notes app that allows users to place a note widget on their home screen. Each widget displays a user-created sticky note. To let users choose which note to show, I’ve implemented an Intent that presents a list of existing sticky notes. The list is built using IntentItems, and for each item I assign an image to visually represent the note. Each sticky note can have a different background color and optional image, so I generate a small PNG (150×150, ~30 KB) and include it in the app bundle. However, when I try to display the selection list, I get the following error: The action Select sticky note could not run because an unknown error occurred. If I tap OK and try again, the intent selector appears and works. Here’s what I’d like to understand: What could cause this unknown error when using images in IntentItems? Are there known limitations on image size, source, or format for intent item images? Can I supply a unique image per sticky note, or must all intent items share a common image? Any guidance or insights would be greatly appreciated — I haven’t been able to find clear documentation about image handling in IntentItem for widget configuration. Thanks!
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116
Activity
Oct ’25
UI Sounds visionOS
Hi, Looking to get secondary tap sound in UI, When in menus on visionOS there is a secondary sound that isn't a button sound when you tap on elements not - does anyone know how to add this sound (it's also in settings when you tap on any element? Currently I am generating a similar field as in the appstore settings but the onTapGesture doesn't make a system sound. Thanks! let title: String let subtitle: String? let action: (() -> Void)? @State private var isHovered = false init(title: String, subtitle: String? = nil, action: (() -> Void)? = nil) { self.title = title self.subtitle = subtitle self.action = action } var body: some View { HStack { VStack(alignment: .leading, spacing: 2) { Text(title) .font(.body) .foregroundColor(.primary) if let subtitle = subtitle { Text(subtitle) .font(.caption) .foregroundColor(.secondary) } } Spacer() Image(systemName: "chevron.right") .font(.system(size: 12, weight: .medium)) .foregroundColor(.secondary) } .padding(.horizontal, 24) .frame(height: 50.45) .background(.black.opacity(0.3)) .onTapGesture { action?() } .hoverEffect(.highlight) } }
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102
Activity
Oct ’25
SwiftUI animation is laggy in NSStatusItem since macOS 26 Tahoe
My app is a bit of a special case and relies on a custom view in a NSStatusItem. I use a NSHostingView and add it as a subview to my NSStatusItem's .button property. Since macOS 26 Tahoe, even simple animations like a .frame change of a Circle won't animate smoothly even though the same SwiftUI animates normally in a WindowGroup. class AppDelegate: NSObject, NSApplicationDelegate { private let statusItem: NSStatusItem = NSStatusBar.system.statusItem(withLength: NSStatusItem.variableLength) func applicationDidFinishLaunching(_ aNotification: Notification) { let subview = NSHostingView(rootView: AnimationView()) let view = self.statusItem.button view?.addSubview(subview) subview.translatesAutoresizingMaskIntoConstraints = false guard let view = view else { return } NSLayoutConstraint.activate([ subview.centerXAnchor.constraint(equalTo: view.centerXAnchor), subview.centerYAnchor.constraint(equalTo: view.centerYAnchor), subview.widthAnchor.constraint(equalToConstant: 22), subview.heightAnchor.constraint(equalToConstant: 22) ]) } } struct AnimationView: View { @State private var isTapped = false @State private var size: CGSize = .init(width: 4, height: 4) var body: some View { Circle() .fill(.pink) .frame(width: size.width, height: size.height) .frame(width: 20, height: 20) // .frame(maxHeight: .infinity) // .padding(.horizontal, 9) // .frame(height: 22) .contentShape(Rectangle()) // .background(Color.blue.opacity(0.5)) .onTapGesture { withAnimation(.interactiveSpring(response: 0.85, dampingFraction: 0.26, blendDuration: 0.45)) { // withAnimation(.spring()) { if isTapped { size = .init(width: 4, height: 4) } else { size = .init(width: 16, height: 16) } } isTapped.toggle() }} } Example project: https://app.box.com/s/q28upunrgkxyyd97ovslgud9yitqaxfk
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112
Activity
Oct ’25
How to detect modifier keys with hardware keyboard in SwiftUI (iOS)?
Hi everyone, In UIKit, I can detect which key and modifier keys are pressed from an external hardware keyboard using the pressesBegan method in a UIResponder: override func pressesBegan(_ presses: Set<UIPress>, with event: UIPressesEvent?) { for press in presses { if let key = press.key { print("Key: \(key.charactersIgnoringModifiers ?? "")") print("Modifiers: \(key.modifierFlags)") } } } I am now working in SwiftUI (iOS), and I couldn’t find a direct equivalent for pressesBegan. What is the recommended way in SwiftUI to detect modifier keys + key presses from an external keyboard? Is there a built-in API, or should I always wrap a UIKit view/controller for this purpose? Thanks in advance!
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73
Activity
Sep ’25
How to apply SwiftUI window modifiers when using Xcode's #Preview on a macOS view?
Is there a way to configure the style and toolbar of the macOS window that Xcode uses in #Preview? I am working on a macOS application and want to preview some SwiftUI views within different window styles, toolbar styles and window title/subtitle visibilities. Some of the modifiers to control the look-and-feel of a window are actually Scene Modifiers, not View Modifiers: .windowStyle .windowToolbarLabelStyle .windowToolbarStyle But #Preview does not accept Scenes, so I can't apply these modifiers: // Error, not a view modifier. #Preview { ContentView() .windowStyle(...) } // Error, Window is not supported in #Preview. #Preview { Window("Browser", id: "browser") { ContentView() } } If I give my ContentView a .toolbar(...), Xcode's Preview will correctly show a window with a toolbar, but not necessarily in the style I want. Is there a way to apply the Scene Modifiers to #Preview so that I can see how they affect the window's chrome and toolbar?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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85
Activity
Oct ’25
A focused searchable modifier breaks programmatic back navigation
Calls to NavigationPath.removeLast(_:) will successfully remove items from the path, but the navigation stack UI fails to correctly update if a view in an intermediate path item had a focused searchable modifier. In this first video, the searchable modifier is unused. I can navigate to the list, make a selection and return home: In this second example, the searchable modifier is focused and a selection from the list is made. In the final screen, if I attempt to return home we can see that the navigation path size decreases but the view does not change. If the button is pressed again, we attempt to remove path items that no longer exist, causing a fatal error. Minimal Reproducible Code: import SwiftUI @main struct NavigationStackRemoveLastNBugApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { @State private var navigationPath = NavigationPath() var body: some View { NavigationStack(path: $navigationPath) { List { Button("List") { navigationPath.append(NavigationDestination.listView) } } .navigationDestination(for: NavigationDestination.self) { destination in switch destination { case let .selectionView(int): SelectionView(selectedNumber: int) case .listView: ListView() } } .navigationTitle("Home") } .environment(\.navigationPath, $navigationPath) } } enum NavigationDestination: Hashable { case listView case selectionView(Int) } struct ListView: View { @Environment(\.navigationPath) var navigationPath @State private var query = "" var body: some View { List(1..<5, id: \.self) { int in Button { navigationPath?.wrappedValue.append(NavigationDestination.selectionView(int)) } label: { Text(int, format: .number) } } .searchable(text: $query, placement: .navigationBarDrawer(displayMode: .always)) } } struct SelectionView: View { @Environment(\.navigationPath) var navigationPath let selectedNumber: Int @State private var pathSize: Int? var body: some View { List { LabeledContent("Selection", value: selectedNumber.formatted()) if let pathSize { LabeledContent("Navigation Path Size", value: pathSize.formatted()) } Button("Back Home") { navigationPath?.wrappedValue.removeLast(2) pathSize = navigationPath?.wrappedValue.count } } .task { pathSize = navigationPath?.wrappedValue.count } } } extension EnvironmentValues { @Entry var navigationPath: Binding<NavigationPath>? } #Preview { ContentView() } FB20395585
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94
Activity
Sep ’25
Extra unwanted space in main window
Hi there! I'm having this issue with my main windows. I'm having a big space on top of that without any logic explanation (at least for my poor knowledge). Using the code below I'm getting this Windows layout: Does anybody have any guidance on how to get out that extra space at the beginning? Thanks a lot! import SwiftUI import SwiftData #if os(macOS) import AppKit #endif // Helper to access and control NSWindow for size/position persistence #if os(macOS) struct WindowAccessor: NSViewRepresentable { let onWindow: (NSWindow) -> Void func makeNSView(context: Context) -> NSView { let view = NSView() DispatchQueue.main.async { if let window = view.window { onWindow(window) } } return view } func updateNSView(_ nsView: NSView, context: Context) { DispatchQueue.main.async { if let window = nsView.window { onWindow(window) } } } } #endif @main struct KaraoPartyApp: App { @StateObject private var songsModel = SongsModel() @Environment(\.openWindow) private var openWindow var body: some Scene { Group { WindowGroup { #if os(macOS) WindowAccessor { window in window.minSize = NSSize(width: 900, height: 700) // Configure window to eliminate title bar space window.titleVisibility = .hidden window.titlebarAppearsTransparent = true window.styleMask.insert(.fullSizeContentView) } #endif ContentView() .environmentObject(songsModel) } .windowToolbarStyle(.unifiedCompact) .windowResizability(.contentSize) .defaultSize(width: 1200, height: 900) .windowStyle(.titleBar) #if os(macOS) .windowToolbarStyle(.unified) #endif WindowGroup("CDG Viewer", id: "cdg-viewer", for: CDGWindowParams.self) { $params in if let params = params { ZStack { #if os(macOS) WindowAccessor { window in window.minSize = NSSize(width: 600, height: 400) // Restore window frame if available let key = "cdgWindowFrame" let defaults = UserDefaults.standard if let frameString = defaults.string(forKey: key) { let frame = NSRectFromString(frameString) if window.frame != frame { window.setFrame(frame, display: true) } } else { // Open CDG window offset from main window if let mainWindow = NSApp.windows.first { let mainFrame = mainWindow.frame let offsetFrame = NSRect(x: mainFrame.origin.x + 60, y: mainFrame.origin.y - 60, width: 800, height: 600) window.setFrame(offsetFrame, display: true) } } // Observe frame changes and save NotificationCenter.default.addObserver(forName: NSWindow.didMoveNotification, object: window, queue: .main) { _ in let frameStr = NSStringFromRect(window.frame) defaults.set(frameStr, forKey: key) } NotificationCenter.default.addObserver(forName: NSWindow.didEndLiveResizeNotification, object: window, queue: .main) { _ in let frameStr = NSStringFromRect(window.frame) defaults.set(frameStr, forKey: key) } } #endif CDGView( cancion: Cancion( title: params.title ?? "", artist: params.artist ?? "", album: "", genre: "", year: "", bpm: "", playCount: 0, folderPath: params.cdgURL.deletingLastPathComponent().path, trackName: params.cdgURL.deletingPathExtension().lastPathComponent + ".mp3" ), backgroundType: params.backgroundType, videoURL: params.videoURL, cdfContent: params.cdfContent.flatMap { String(data: $0, encoding: .utf8) }, artist: params.artist, title: params.title ) } } else { Text("No se pudo abrir el archivo CDG.") } } .windowResizability(.contentSize) .defaultSize(width: 800, height: 600) WindowGroup("Metadata Editor", id: "metadata-editor") { MetadataEditorView() .environmentObject(songsModel) } .windowResizability(.contentSize) .defaultSize(width: 400, height: 400) WindowGroup("Canciones DB", id: "canciones-db") { CancionesDBView() } .windowResizability(.contentSize) .defaultSize(width: 800, height: 500) WindowGroup("Importar canciones desde carpeta", id: "folder-song-importer") { FolderSongImporterView() } .windowResizability(.contentSize) .defaultSize(width: 500, height: 350) } .modelContainer(for: Cancion.self) // Add menu command under Edit .commands { CommandGroup(replacing: .pasteboard) { } CommandMenu("Edit") { Button("Actualizar Metadatos") { openWindow(id: "metadata-editor") } .keyboardShortcut(",", modifiers: [.command, .shift]) } CommandMenu("Base de Datos") { Button("Ver Base de Datos de Canciones") { openWindow(id: "canciones-db") } .keyboardShortcut("D", modifiers: [.command, .shift]) } } } init() { print("\n==============================") print("[KaraoParty] Nueva ejecución iniciada: \(Date())") print("==============================\n") } }
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69
Activity
Nov ’25
Activate hoverEffect on separate entity attachment view
Hi, I'm working on RealityView and I have two entities in RCP. In order to set views for both entities, I have to create two separate attachments for each entity. What I want to achieve is that when I hover (by eye) on one entity's attachment, it would trigger the hover effect of the other entity's attachment. I try to use the hoverEffectGroup, but it would only activate the hover effect in a subview, instead a complete separate view. I refer to the following WWDC instruction for the hover effect. https://aninterestingwebsite.com/videos/play/wwdc2024/10152/
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81
Activity
Apr ’25
SwiftUI Glyphs clipped, how do I show the entire glyph?
This code: import SwiftUI struct heightProblem: View { var body: some View { Text("\u{1D15E} \u{1D15F} \u{1D160} \u{1D161} \u{1D162} \u{1D163} \u{1D164}") .font(Font.largeTitle.bold()) .frame(height: 50.0) .border(.red) .padding() .border(.green) } } #Preview { heightProblem() } Produces this display: Note the clipping. Lowering the baseline by about 20 brings it into view, but this is a horrible fix for dynamic display (The font is Noto, which works just fine in Xcode, but not in Safari for some reason.)
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124
Activity
Sep ’25
SwiftUI TextField selects all text when it gains focus — how to move caret to the end like in AppKit?
I’m running into an issue with TextField focus behavior in SwiftUI. By default, when I set focus to a TextField programmatically (using @FocusState), SwiftUI behaves like AppKit — the entire contents of the text field are selected. This is causing problems for my use case, because I want the caret placed at the end of the text without selecting everything. How I solved this in AppKit In AppKit, I worked around this by subclassing NSTextField and overriding becomeFirstResponder to adjust the editor’s selection: override func becomeFirstResponder() -> Bool { let responderStatus = super.becomeFirstResponder() // Ensure caret is placed at the end, no text selected if let editor = self.currentEditor() { let selectedRange = editor.selectedRange editor.selectedRange = NSRange(location: selectedRange.length, length: 0) } return responderStatus } This successfully prevented AppKit from auto-selecting the entire string when focus changed. The problem in SwiftUI Now I see the same auto-select behavior in SwiftUI when I toggle focus with @FocusState. But unlike AppKit, SwiftUI doesn’t expose the underlying NSTextView or UITextField APIs, so I can’t directly adjust the selection or caret position. Questions: Is there a way in SwiftUI to control the caret/selection behavior when a TextField becomes focused? Is there a built-in modifier or @FocusState trick I’m missing? Has anyone found a reliable SwiftUI-idiomatic approach to ensure the caret is placed at the end of the text instead of selecting all text? update: adding my swiftUI code below: struct TextFieldUI: View { @ObservedObject var pModel:TextFieldModel @FocusState private var pIsFocusedState: Bool var body: some View { VStack(spacing: 20) { TextField(pModel.placeholder, text: $pModel.text) .textFieldStyle(RoundedBorderTextFieldStyle()) .padding() .focused($pIsFocusedState) .onChange(of: pModel.isFocused) { old, newValue in pIsFocusedState = newValue } .onChange(of: pIsFocusedState) { old, newValue in pModel.isFocused = newValue } .onAppear { pIsFocusedState = pModel.isFocused } Toggle("Secure Mode", isOn: $pModel.isSecure) .padding() } .padding() } }
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130
Activity
Sep ’25
SwiftUI TextField with lineLimit inside Form does not respect lineLimit.
macos 26, xcode 26, ios 26. Everytime when you add new line at some point (like after 10-20 lines) the TextField will ignore the lineLimit and start changing the height. The problem related to Form but not Scroll. Maybe it can be reproduced in other scroll-based views. Bug report opened. Any siggestions? struct Test: View { @State var text = "" var body: some View { Form { Section { TextField("", text: $text, axis: .vertical) .lineLimit(3) .background(Color.green) } } } } @main struct TestApp: App { var body: some Scene { WindowGroup { Test() } } }
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77
Activity
Sep ’25