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Library not loaded: /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore
Hello. I'm building an iOS application that builds a framework named Design.framework using Xcode 16.1. When I launch my application on iOS 17.X, i get the following runtime error dyld[47899]: Library not loaded: /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore Referenced from: <E625A246-E36B-351A-B077-CC38BAB5E07B> /Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/Design.framework/Design Reason: tried: '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-watchsimulator/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-watchsimulator/PackageFrameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/PackageFrameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file, not in dyld cache), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file) This error does not happen on iOS 18+. When i run dyld_info Design.framework/Design, i see that there is indeed a dependency on SwiftUICore.framework Design.framework/Design [arm64]: -platform: platform minOS sdk iOS-simulator 16.0 18.1 -uuid: 09880F25-DC86-3D8E-BCAE-1A283508D879 -segments: load-offset segment section sect-size seg-size max-prot init-prot 0x00000000 __TEXT 416KB r.x 0x00000000 __TEXT 416KB r.x 0x0000543C __text 355508 0x0005C0F0 __stubs 3168 0x0005CD50 __objc_methlist 32 0x0005CD70 __const 8296 0x0005EDD8 __swift5_typeref 15820 0x00062BB0 __cstring 6885 0x00064698 __constg_swiftt 2804 0x0006518C __swift5_builtin 40 0x000651C0 __swift5_reflstr 2952 0x00065D48 __swift5_assocty 816 0x00066078 __objc_methname 299 0x000661A4 __swift5_proto 368 0x00066314 __swift5_types 280 0x0006642C __swift5_fieldmd 3688 0x00067294 __swift5_protos 8 0x0006729C __swift5_capture 244 0x00067390 __unwind_info 2296 0x00067C88 __eh_frame 888 0x00068000 __DATA_CONST 16KB rw. 0x00068000 __DATA_CONST 16KB rw. 0x00068000 __got 3704 0x00068E78 __const 6864 0x0006A948 __objc_classlist 40 0x0006A970 __objc_imageinfo 8 0x0006C000 __DATA 32KB rw. 0x0006C000 __DATA 32KB rw. 0x0006C000 __objc_const 792 0x0006C318 __objc_selrefs 96 0x0006C378 __objc_classrefs 48 0x0006C3A8 __objc_data 208 0x0006C478 __data 4136 0x0006D4A0 __bss 12784 0x00070690 __common 4592 -linked_dylibs: attributes load path @rpath/CommonTools.framework/CommonTools /System/Library/Frameworks/Foundation.framework/Foundation /usr/lib/libobjc.A.dylib /usr/lib/libSystem.B.dylib /System/Library/Frameworks/CoreFoundation.framework/CoreFoundation /System/Library/Frameworks/CoreGraphics.framework/CoreGraphics /System/Library/Frameworks/CoreText.framework/CoreText weak-link /System/Library/Frameworks/DeveloperToolsSupport.framework/DeveloperToolsSupport /System/Library/Frameworks/SwiftUI.framework/SwiftUI /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore /System/Library/Frameworks/UIKit.framework/UIKit /usr/lib/swift/libswiftCore.dylib weak-link /usr/lib/swift/libswiftCoreAudio.dylib /usr/lib/swift/libswiftCoreFoundation.dylib weak-link /usr/lib/swift/libswiftCoreImage.dylib weak-link /usr/lib/swift/libswiftCoreMedia.dylib weak-link /usr/lib/swift/libswiftDarwin.dylib weak-link /usr/lib/swift/libswiftDataDetection.dylib weak-link /usr/lib/swift/libswiftDispatch.dylib weak-link /usr/lib/swift/libswiftFileProvider.dylib weak-link /usr/lib/swift/libswiftMetal.dylib weak-link /usr/lib/swift/libswiftOSLog.dylib /usr/lib/swift/libswiftObjectiveC.dylib weak-link /usr/lib/swift/libswiftQuartzCore.dylib weak-link /usr/lib/swift/libswiftSpatial.dylib weak-link /usr/lib/swift/libswiftUniformTypeIdentifiers.dylib weak-link /usr/lib/swift/libswiftXPC.dylib /usr/lib/swift/libswift_Concurrency.dylib weak-link /usr/lib/swift/libswiftos.dylib weak-link /usr/lib/swift/libswiftsimd.dylib weak-link /usr/lib/swift/libswiftUIKit.dylib I can add a -weak_framework SwiftUICore to "Other Linker Flags" in my Design.framework Build Settings, and that will solve my problem, but I'd like to know what prompts my Design.framework to depend on SwiftUICore despite having a minimum set to iOS 16? And how am I supposed to handle devices prior to iOS 18 which do not have this library? is adding the linker flag the right way forward?
Topic: UI Frameworks SubTopic: SwiftUI
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1.5k
Apr ’25
SwiftUI/WatchOS - Picker inside a ScrollView does not work as expected
What I am trying to build Apple Watch app(written in SwiftUI, targeting watchOS 7 or higher, built with Xcode 14.1) The Problem Picker placed inside a ScrollView on an apple watch device does not work as expected I want to find out how to get the Picker to work as expected, stated below. Expected behavior On an iOS simulator, a Picker inside a ScrollView works as expected. If I try scroll interaction on the Picker area, the ScrollView part doesn’t get scrolled and only the Picker gets scrolled. whereas on the watch simulator Example, 

 If I try to scroll the Picker by touching the Picker area, the whole ScrollView reacts and moves up and down. And I am not able to control the Picker properly. The code I wrote is as follows: ScrollView { //..other view elements.. Picker(selection: $currentDay) { ForEach(weekDays, id: \.self) { Text($0) } } label: { Text("") } .frame(width: 148,height: 50) .pickerStyle(.wheel) //..other view elements.. }//: ScrollView Things I have tried putting the Picker inside a VStack/ZStack/HStack giving the Picker fixed frame values / giving other elements inside the ScrollView fixed frame values
2
1
2.1k
Apr ’25
Text is truncated with certain font sizes on iOS 17+, but not on iOS 16
’m experiencing an issue where a Text view is unexpectedly truncated with certain font sizes (e.g., .body) on iOS 17 and later. This does not occur on iOS 16. I’ve applied .fixedSize(horizontal: false, vertical: true) to allow the text to grow vertically, but it still doesn’t show the entire content. Depending on the text content or font size, it sometimes works, but not always. How can I ensure the full text is displayed correctly on iOS 17+? Here is a minimal reproducible SwiftUI example: let sampleText1 = """ これはサンプルのテキストです、 ・箇条書き1 ・箇条書き2 であかさたなクロを送り、 アアを『ああああいいいい』フライパンに入れ、あかさたなです😋 """ let sampleText2 = """ 【旬|最高級】北海道産 生サンマ 釜飯 ----- Aaa iii uuu """ struct ContentView: View { var body: some View { ScrollView { VStack(alignment: .leading, spacing: 10) { HStack { MessageTextView(text: sampleText1) .layoutPriority(100) Spacer() } HStack { MessageTextView(text: sampleText2) .layoutPriority(100) Spacer() } } } } } struct MessageTextView: View { var text: String var body: some View { Text(text) .fixedSize(horizontal: false, vertical: true) .font(.body) .padding(.leading, 16) .padding(.trailing, 16) .padding(.top, 8) .padding(.bottom, 8) } } img1 img2
4
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188
Apr ’25
Improving references to localized strings in App Intents
In order to make referencing keys for localized strings a little more reliable, our application references generated constants for localized string keys: This eliminates the potential for developers to misspell a key when referencing a localized strings. And because these constants are automatically generated by the exact same process that provides localized strings for the application, each and every constant is guaranteed to have a localized string associated with it. I’m currently attempting to implement something similar for the localized strings referenced by our new App Intents. Our initial release of App Intent functionality is simply using string literals to reference localized strings: However, I am running into several issues when trying to reference the string keys as a constant. The closest I managed to get was defining the constant as either a LocalizationValue or as a StaticString and referencing the constant while initializing the LocalizedStringResource. With this approach, I see no errors from Xcode until I try and compile. What’s more is that the wording of the error being thrown is quite peculiar: As you can see with the sample code above, I am clearly calling LocalizedStringResource’s initializer directly as Indicated by the error. Is what I’m trying to do even possible with App Intents? From my research, it does look like iOS app localization is moving more towards using string literals for localized strings. Like with String Catalog’s ability to automatically generate entries from strings referenced in UI without the need for a key. However, we’d prefer to use constants if possible for the reasons listed above.
0
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141
Apr ’25
NavigationStack + navigationDestination issue in
Hi everyone, this is my first post. I'm facing an issue that I don't fully understand. The problem started once I migrated to use NavigationStack instead of navigation View. I have a View, let's called "NextWeekView" where I do some async process onAppear, calling an async function from the "NextWeekViewModel". Depending on the result of this processing, I need to navigate automatically to different Views. I use @Published variables on the ViewModel that I populate with the destination view. Once the processing is finish, on the View and still on onAppear, I enable a @State navigate, and return the destination View based on the @Publish: The View enum DestinationType { case play case menu case endseason } struct NextWeekView: View { @ObservedObject var team: Team @StateObject var nextWeekViewModel = NextWeekViewModel() @State private var destination: DestinationType? = nil @State var navigate: Bool = false var body: some View { LoadingScreenView(text: self.nextWeekViewModel.currentStep) .navigationDestination(isPresented: self.$navigate) { destinationView(for: self.nextWeekViewModel.destination) } .navigationBarHidden(true) .statusBar(hidden: true) .onAppear{ Task { await nextWeekViewModel.processNextWeek(team: team) if nextWeekViewModel.finishedProcessing { self.navigate.toggle() } print("navigate to: \(self.navigation)") // debug, it always print the expected value. } } } // Function to return the appropriate view based on the destination @ViewBuilder private func destinationView(for destination: DestinationType?) -> some View { switch destination { case .play: MatchPlayView(team: self.team) case .menu: GameMenuView().environmentObject(team) case .endseason: SeasonEndView().environmentObject(team) case .none: EmptyView() } } } The ViewModel class NextWeekViewModel: ObservableObject { var context = (UIApplication.shared.delegate as! AppDelegate).persistentContainer.viewContext let backgroundContext = NSManagedObjectContext(concurrencyType: .privateQueueConcurrencyType) @Published var currentStep:LocalizedStringKey = "" @Published var destination: DestinationType? = .menu @Published var finishedProcessing: Bool = false @MainActor func processNextWeek(team: Team) async { .... if currentWeek.matchdays.filter({ md in return md.num > currentWeek.current_matchday }).count == 0 { await self.endWeekProcess() // We check if it is end of season if currentSeason.current_week == currentSeason.weeks.count && currentWeek.matchdays.filter({ md in return md.num > currentWeek.current_matchday }).count == 0 { // End of season await self.endSeasonProcess(team: team, currentSeason: currentSeason) self.destination = .endseason // WORKS } else { // We go next week self.currentStep = "Create cash operations" await self.createCashOperations(team: team, week: currentSeason.current_week) self.currentStep = "Create messages" await self.createMessages(team: team) self.destination = .menu //WORKS } } else { print("Ther are more matchdays, lets pass the matchday") // THIS DOES NOT WORK // Any Modifications of destination is reflected on the view, but automatic navigation is not taking place self.destination = .play //self.destination = .menu // this also do not work. } self.finishedProcessing = true } What's happens: The code works when app goes through code path marked as //WORKS but not when follows code path //DO NOT WORK. Interestingly, it works perfectly on iOS 18. But not in iOS16/iOS17. If I add an interactive NavigationLink instead of the navigationDestination in the View : if self.nextWeekViewModel.finishedProcessing { NavigationLink(destination:destinationView(for: self.nextWeekViewModel.destination)){ SimpleButtonWithIconView(icon: "chevron.right.2", text: "Next") .padding(.bottom, 10) } } Then it works as expected but I really want to avoid the user to tap Next for a seamlessly gameplay I've tried all combinations of state variables, using different state variables per destination, but I always arrive to the same situation. I also printed everything left and right and View values looks consistent so I think the ViewModel is doing the right thing (also with the NavigationLink it works). It's simply that the "automatic" navigation does not want to navigate in certain occasions. I'm completely out of ideas. Any feedback will be welcomed. Otherwise I will revert back to NavigationView. Thank you in advance!
Topic: UI Frameworks SubTopic: SwiftUI
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175
Apr ’25
I think I found a bug in SwiftUI on macOS 15.4 that crashes apps
We've been receiving crash reports for our app from users that have upgraded to macOS 15.4. I have upgraded my developer machine and immediately was able to reproduce the crash. I was able to create a minimal reproducible scenario. The following view crashes the app when sheet is presented with this trace: The window has been marked as needing another Update Constraints in Window pass, but it has already had more Update Constraints in Window passes than there are views in the window. <_TtC7SwiftUIP33_7B5508BFB2B0CAF1E28E206F2014E66B23SheetPresentationWindow: 0x1111074c0> 0x9bd (2493) {{0, 0}, {100, 108}} en ( 0 CoreFoundation 0x000000018bdfddf0 __exceptionPreprocess + 176 1 libobjc.A.dylib 0x000000018b8c2b60 objc_exception_throw + 88 2 CoreFoundation 0x000000018bdfdce0 +[NSException exceptionWithName:reason:userInfo:] + 0 3 AppKit 0x000000019043d394 -[NSWindow(NSDisplayCycle) _postWindowNeedsUpdateConstraints] + 1788 4 AppKit 0x000000018f9f8c08 -[NSView _informContainerThatSubviewsNeedUpdateConstraints] + 64 5 AppKit 0x000000018f9f8b8c -[NSView setNeedsUpdateConstraints:] + 468 6 SwiftUI 0x00000001bc0e5110 $s7SwiftUI13NSHostingViewC14setNeedsUpdate33_32B6F54841135BB466A5C1362EB89D05LLyyF + 80 7 SwiftUI 0x00000001bc101f28 $s7SwiftUI13NSHostingViewC13requestUpdate5afterySd_tF + 616 Conditions that are important: accessing a publishable property inside the sheet .sheet() on a component that is wrapped in another (VStack is required in the example provided) being used inside NavigationSplitView Presents of @Environment(\.openURL. Doesn't have to be used, simply present on the view. struct ContentView: View { @Environment(\.openURL) private var open @State var who = "world" @State var shown = false var body: some View { NavigationSplitView(sidebar: { Text("Hello, world") }, detail: { VStack(spacing: 20) { Button("Kill me pls") { shown = true } .frame(width: 110, height: 110) .sheet(isPresented: $shown) { VStack { HStack() { Text("Hello, \(who)!") } } .presentationBackground(.thinMaterial) } } }) } }
2
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167
Apr ’25
Printing NSTextStorage over multiple UITextView produces weird results
I would like to print a NSTextStorage on multiple pages and add annotations to the side margins corresponding to certain text ranges. For example, for all occurrences of # at the start of a line, the side margin should show an automatically increasing number. My idea was to create a NSLayoutManager and dynamically add NSTextContainer instances to it until all text is laid out. The layoutManager would then allow me to get the bounding rectangle of the interesting text ranges so that I can draw the corresponding numbers at the same height inside the side margin. This approach works well on macOS, but I'm having some issues on iOS. When running the code below in an iPad Simulator, I would expect that the print preview shows 3 pages, the first with the numbers 0-1, the second with the numbers 2-3, and the last one with the number 4. Instead the first page shows the number 4, the second one the numbers 2-4, and the last one the numbers 0-4. It's as if the pages are inverted, and each page shows the text starting at the correct location but always ending at the end of the complete text (and not the range assigned to the relative textContainer). I've created FB17026419. class ViewController: UIViewController { override func viewDidAppear(_ animated: Bool) { let printController = UIPrintInteractionController.shared let printPageRenderer = PrintPageRenderer() printPageRenderer.pageSize = CGSize(width: 100, height: 100) printPageRenderer.textStorage = NSTextStorage(string: (0..<5).map({ "\($0)" }).joined(separator: "\n"), attributes: [.font: UIFont.systemFont(ofSize: 30)]) printController.printPageRenderer = printPageRenderer printController.present(animated: true) { _, _, error in if let error = error { print(error.localizedDescription) } } } } class PrintPageRenderer: UIPrintPageRenderer, NSLayoutManagerDelegate { var pageSize: CGSize! var textStorage: NSTextStorage! private let layoutManager = NSLayoutManager() private var textViews = [UITextView]() override var numberOfPages: Int { if !Thread.isMainThread { return DispatchQueue.main.sync { [self] in numberOfPages } } printFormatters = nil layoutManager.delegate = self textStorage.addLayoutManager(layoutManager) if textStorage.length > 0 { let glyphRange = layoutManager.glyphRange(forCharacterRange: NSRange(location: textStorage.length - 1, length: 0), actualCharacterRange: nil) layoutManager.textContainer(forGlyphAt: glyphRange.location, effectiveRange: nil) } var page = 0 for textView in textViews { let printFormatter = textView.viewPrintFormatter() addPrintFormatter(printFormatter, startingAtPageAt: page) page += printFormatter.pageCount } return page } func layoutManager(_ layoutManager: NSLayoutManager, didCompleteLayoutFor textContainer: NSTextContainer?, atEnd layoutFinishedFlag: Bool) { if textContainer == nil { addPage() } } private func addPage() { let textContainer = NSTextContainer(size: pageSize) layoutManager.addTextContainer(textContainer) let textView = UITextView(frame: CGRect(origin: .zero, size: pageSize), textContainer: textContainer) textViews.append(textView) } }
Topic: UI Frameworks SubTopic: UIKit Tags:
4
0
129
Apr ’25
Transforming RealityKit entities using gestures
In the section : Add transform logic to the main component There is the line : var state: GestureStateComponent = entity.gestureStateComponent ?? GestureStateComponent() When I try to add the same line. I have the error cannot find GestureStateComponent in scope. My imports : import SwiftUI import RealityKit import RealityKitContent An answer would be greatly appreciate it
2
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79
Apr ’25
iOS17 UITextView inputView becomFirstResponder does not work
Simplely, when we set UITextView.inputView and then call becomeFirstResponder, but the custom inputView could not show expectedly just like before. We test this code in iOS17 and below, while only iOS17 does not work. And xcode console print these logs: Failed to retrieve snapshot. -[RTIInputSystemClient remoteTextInputSessionWithID:performInputOperation:] perform input operation requires a valid sessionID -[RTIInputSystemClient remoteTextInputSessionWithID:performInputOperation:] perform input operation requires a valid sessionID -[RTIInputSystemClient remoteTextInputSessionWithID:performInputOperation:] perform input operation requires a valid sessionID -[RTIInputSystemClient remoteTextInputSessionWithID:performInputOperation:] perform input operation requires a valid sessionID Unsupported action selector setShiftStatesNeededInDestination:autoShifted:shiftLocked: Unsupported action selector setShiftStatesNeededInDestination:autoShifted:shiftLocked: Unsupported action selector setShiftStatesNeededInDestination:autoShifted:shiftLocked: Unsupported action selector setShiftStatesNeededInDestination:autoShifted:shiftLocked:
49
17
37k
Apr ’25
SwiftUI macOS simple NavigationStack and NavigationLink -> problem on multiplatform project
I had a problem with my app (or in my setup) and searching the web I found a very simple code where part of my problem occurs. I create a new Multiplatform App and paste this code in ContentView. import SwiftUI struct ContentView: View { var body: some View { NavigationStack { VStack { Text("Navigation article") .font(.title) .padding() NavigationLink("Go to the second view", destination: SecondView()) .padding() } .navigationTitle("First View") } } } struct SecondView: View { var body: some View { Text("This is the Second view") .font(.headline) .padding() .navigationTitle("Second View") } } run on iPhone/ iOS no problem run on a Mac/macOS Going from view 1 to view 2 work, the back arrow on view 2 is there, and it is working but the second time I go to the view 2, the back arrow is gone. after looking closely I can see the Arrow Underneath the S of SecondView. I have tried many things and could not make it work. I post this in a HackingWithSwift forum and somebody tried the code and said it work. so it seems the problem could be related to my setup but I create another user in my computer , same problem and tried it on my another computer, same problem.
Topic: UI Frameworks SubTopic: SwiftUI
7
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96
Apr ’25
Should i set window.isReleasedWhenClosed to true or leave it to default?
Hi, In mac os swift ui application when i set window.isReleasedWhenClosed and when i close the window the app is getting crashed with exc_bad_access. but when i leave it to default value the app is not crashing. for some windows setting window.isReleasedWhenClosed to true is woking properly when closing the windows. But for some windows it is crashing. If i dont set it to true the window is not removed from NSApplication.shared.windows sometimes. I am confused about setting isReleasedWhenClosed to true Could someone calrify on this please. thank in advance.
2
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87
Apr ’25
custom-URL-handling method not being called
I've defined a URL scheme for my application, and that's being honored by iOS. But the function that's supposed to handle the URL in my appliation (as documented here) is never called. The documentation doesn't say exactly where this is supposed to go. I've tried it in my App struct: @main struct MyGreatApp: App { var body: some Scene { WindowGroup { MainView() } } // Handle custom URLs, specifically the ones sent in invitation E-mails or texts. func application(_ application: UIApplication, open theURL: URL, options: [UIApplication.OpenURLOptionsKey : Any] = [:] ) -> Bool { // Determine who sent the URL. let sendingAppID = options[.sourceApplication] print("source application = \(sendingAppID ?? "Unknown")") ... And I also tried putting this at the file level. No dice either way. Anybody have an idea why? To head off things I've seen in other posts: I'm not using scenes, and there's no SceneDelegate.
12
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296
Apr ’25
How do I maintain a stable scroll position when inserting items above in a ScrollView?
As the title says, I am not sure how to properly build an inverted ScrollView where I can safely insert items above my data ("prepend") without everything jumping around. My current code is essentially this: @State private var scrollPosition = ScrollPosition(idType: Message.ID.self) private func onMessageDidScrollIntoView(_ id: Message.ID) { let indexOfVisibleMessage = /* ... */ if indexOfVisibleMessage < 10 { fetchOlderMessages() // ^ this updates my ViewModel `messages` } } var body: some View { ScrollView { LazyVStack { ForEach(messages) { message in MessageCell(message) } }.scrollTargetLayout() } .defaultScrollAnchor(.bottom) .scrollPosition($scrollPosition) .onChange(of: scrollPosition) { oldValue, newValue in guard let visibleMessageId = scrollPosition.viewID(type: Message.ID.self) else { return } onMessageDidScrollIntoView(visibleMessageId) } } ..so if the user scrolls up to the oldest 10 messages, I start loading more and insert them at the top. The problem with this is that the ScrollView now jumps when new messages are inserted. This is because the ScrollView maintains it's Y position, but the content size changes since we are adding new items "above". I tried to play around with a few suggestions I found on StackOverflow, namely; Inverting the ScrollView (.scaleEffect(y: -1) on the ScrollView and then again on the MessageCell to counter it): This somehow jumped the x position of the ScrollView and completely breaks .contextMenu. Playing around with .onScrollGeometryChange to update scrollPosition.scrollTo(y:) when it's contentSize changes: This just didn't work and stopped the user scroll gesture/interaction. Setting scrollPosition to the Message.ID I want to keep stable before doing an update: This didn't do anything. But nothing actually worked for the reasons described above. How do you actually build these UIs in SwiftUI? I think an inverted ScrollView is quite a common UI, and obviously data has to be loaded lazily.
0
1
124
Apr ’25
UITextField with isSecureTextEntry in Catalyst display an empty box
Hi, In a Mac Catalyst app, I need to allow the user insert a passcode using a UITextField. The field is used to insert a one time passcode and I want to keep the content hidden. For this reason I set the isSecureTextEntry property to true. passcodeTextField.isSecureTextEntry = true By doing this, a button to allow the user to pick a password from the keychain is displayed: This option in my case should not appear because the password is a one time password that change every time. For that reason I set the textContentType to oneTimeCode. passcodeTextField.textContentType = .oneTimeCode This actually removes the password button, but introduce something weird. If the user type something and then delete everything, a big empty box appear under the field: I have no idea what this box is and why it appears. Does anyone know why it appears and how I can remove it? Thank you
1
1
879
Apr ’25
TipViewStyle layout broken in iOS 18.4 – Tip message gets truncated
Hi everyone, I’m using a custom TipViewStyle to modify the background and slightly adjust the layout of the Tips in my app. Everything looked great until iOS 18.4. Since updating, the layout is being compressed, and the message inside the Tip is getting truncated. Here’s a screenshot of how it looks on iOS 18.4 (truncated message) and another showing how it used to look before iOS 18.4 (correct layout). Here is the relevant code for the custom style: struct CustomTipViewStyle: TipViewStyle { func makeBody(configuration: Configuration) -> some View { VStack(alignment: .leading, spacing: 4) { HStack { configuration.title? .font(.headline) .foregroundColor(.daBackground) Spacer() Button(action: { configuration.tip.invalidate(reason: .tipClosed) }) { Image(systemName: "xmark") .foregroundColor(.daBackground.opacity(0.3)) } } VStack(alignment: .leading, spacing: 8.0) { configuration.message? .font(.subheadline) .foregroundColor(.daBackground.opacity(0.8)) Divider().background(.daBackground.opacity(0.3)) ForEach(configuration.actions) { action in HStack { Spacer() Button(action: action.handler) { action.label() .foregroundStyle(.accent) .font(.system(size: 18, weight: .bold)) } } } } } .padding() .background(Color.daBlack) } } Has anyone else experienced this issue with TipViewStyle in iOS 18.4? Any workarounds or solutions would be appreciated! Thanks in advance!
1
1
196
Apr ’25
Is there a global Alert View in SwiftUI?
I am writing a SwiftUI based app, and errors can occur anywhere. I've got a function that logs the error. But it would be nice to be able to call an Alert Msg, no matter where I am, then gracefully exits the app. Sure I can right the alert into every view, but that seems ridiculously unnecessary. Am I missing something?
2
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134
Apr ’25
Trying to drag a modelEntity inside an Immersive space
Goal : Drag a sphere across the room and track it's position Problem: The gesture seems to have no effect on the sphere ModelEntity. I don't know how to properly attach the gesture to the ModelEntity. Any help is great. Thank you import SwiftUI import Foundation import UIKit @main struct testApp: App { @State var immersionStyle:ImmersionStyle = .mixed var body: some Scene { ImmersiveSpace { ContentView() } .immersionStyle(selection: $immersionStyle, in: .mixed, .full, .progressive) } } struct ContentView: View { @State private var lastPosition: SIMD3? = nil @State var subscription: EventSubscription? @State private var isDragging: Bool = false var sphere: ModelEntity { let mesh = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: false) let entity = ModelEntity(mesh: mesh, materials: [material]) entity.generateCollisionShapes(recursive: true) return entity } var drag: some Gesture { DragGesture() .onChanged { _ in self.isDragging = true } .onEnded { _ in self.isDragging = false } } var body: some View { RealityView { content in //1. Anchor Entity let anchor = AnchorEntity(world: SIMD3<Float>(0, 0, -1)) let ball = sphere //2. add anchor to sphere anchor.addChild(ball) content.add(anchor) subscription = content.subscribe(to: SceneEvents.Update.self) { event in let currentPosition = ball.position(relativeTo: nil) if let last = lastPosition, last != currentPosition { print("Sphere moved from \(last) to \(currentPosition)") } lastPosition = currentPosition } } .gesture(drag) } }
1
0
79
Apr ’25
Accessing an actor's isolated state from within a SwiftUI view
I'm trying to understand a design pattern for accessing the isolated state held in an actor type from within a SwiftUI view. Take this naive code: actor Model: ObservableObject { @Published var num: Int = 0 func updateNumber(_ newNum: Int) { self.num = newNum } } struct ContentView: View { @StateObject var model = Model() var body: some View { Text("\(model.num)") // <-- Compiler error: Actor-isolated property 'num' can not be referenced from the main actor Button("Update number") { Task.detached() { await model.updateNumber(1) } } } } Understandably I get the compiler error Actor-isolated property 'num' can not be referenced from the main actor when I try and access the isolated value. Yet I can't understand how to display this data in a view. I wonder if I need a ViewModel that observes the actor, and updates itself on the main thread, but get compile time error Actor-isolated property '$num' can not be referenced from a non-isolated context. class ViewModel: ObservableObject { let model: Model @Published var num: Int let cancellable: AnyCancellable init() { let model = Model() self.model = model self.num = 0 self.cancellable = model.$num // <-- compile time error `Actor-isolated property '$num' can not be referenced from a non-isolated context` .receive(on: DispatchQueue.main) .sink { self.num = $0 } } } Secondly, imagine if this code did compile, then I would get another error when clicking the button that the interface is not being updated on the main thread...again I'm not sure how to effect this from within the actor?
3
2
9.8k
Apr ’25
Navbar buttons disappear in NavigationSplitView's sidebar when changing apps
We recently migrated our app to use NavigationSplitView on iPad with a sidebar and detail setup, and we got reports that the navigation buttons on the sidebar disappear when returning to our app after using a different app. I reproduced the issue from a new empty project with the following code (issue tested on iOS 17.4 and iOS 18.3, was not able to reproduce on iOS 16.4): import SwiftUI @main struct TestApp: App { var body: some Scene { WindowGroup { NavigationSplitView { Text("sidebar") .toolbar { ToolbarItem(placement: .topBarLeading) { Button(action: {}) { Image(systemName: "square.and.arrow.down") } } ToolbarItem(placement: .topBarTrailing) { Button(action: {}) { Image(systemName: "square.and.arrow.up") } } } } detail: { Text("detail") .toolbar { ToolbarItem(placement: .topBarLeading) { Button(action: {}) { Image(systemName: "eraser") } } ToolbarItem(placement: .topBarTrailing) { Button(action: {}) { Image(systemName: "pencil") } } } } } } } Please check the following GIF for the simple steps, notice how the navbar buttons in the detail view do not disappear: Here's the console output, it shows that the constraints break internally:
0
0
130
Apr ’25
Food Truck Sample animation issue from Table Component
Hi! I'm seeing some weird animation issues building the Food Truck sample application.^1 I'm running from macOS 15.4 and Xcode 16.3. I'm building the Food Truck application for macOS. I'm not focusing on iOS for now. The FoodTruckModel adds new Order values with an animation: // FoodTruckModel.swift withAnimation(.spring(response: 0.4, dampingFraction: 1)) { self.orders.append(orderGenerator.generateOrder(number: orders.count + 1, date: .now, generator: &generator)) } This then animates the OrdersTable when new Order values are added. Here is a small change to OrdersTable: // OrdersTable.swift - @State private var sortOrder = [KeyPathComparator(\Order.status, order: .reverse)] + @State private var sortOrder = [KeyPathComparator(\Order.creationDate, order: .reverse)] Running the app now inserts new Order values at the top. The problem is I seem to be seeing some weird animation issues here. It seems that as soon as the new Order comes in there is some kind of weird glitch where it appears as if part the animation is coming from the side instead of down from the top: What's then more weird is that if I seem to affect the state of the Table in any way then the next Order comes in with perfect animation. Scrolling the Table fixes the animation. Changing the creationData sort order from reverse to forward and back to reverse fixes the animation. Any ideas? Is there something about how the Food Truck product is built that would cause this to happen? Is this an underlying issue in the SwiftUI infra?
0
0
72
Apr ’25
Library not loaded: /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore
Hello. I'm building an iOS application that builds a framework named Design.framework using Xcode 16.1. When I launch my application on iOS 17.X, i get the following runtime error dyld[47899]: Library not loaded: /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore Referenced from: <E625A246-E36B-351A-B077-CC38BAB5E07B> /Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/Design.framework/Design Reason: tried: '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-watchsimulator/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-watchsimulator/PackageFrameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/PackageFrameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file, not in dyld cache), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file) This error does not happen on iOS 18+. When i run dyld_info Design.framework/Design, i see that there is indeed a dependency on SwiftUICore.framework Design.framework/Design [arm64]: -platform: platform minOS sdk iOS-simulator 16.0 18.1 -uuid: 09880F25-DC86-3D8E-BCAE-1A283508D879 -segments: load-offset segment section sect-size seg-size max-prot init-prot 0x00000000 __TEXT 416KB r.x 0x00000000 __TEXT 416KB r.x 0x0000543C __text 355508 0x0005C0F0 __stubs 3168 0x0005CD50 __objc_methlist 32 0x0005CD70 __const 8296 0x0005EDD8 __swift5_typeref 15820 0x00062BB0 __cstring 6885 0x00064698 __constg_swiftt 2804 0x0006518C __swift5_builtin 40 0x000651C0 __swift5_reflstr 2952 0x00065D48 __swift5_assocty 816 0x00066078 __objc_methname 299 0x000661A4 __swift5_proto 368 0x00066314 __swift5_types 280 0x0006642C __swift5_fieldmd 3688 0x00067294 __swift5_protos 8 0x0006729C __swift5_capture 244 0x00067390 __unwind_info 2296 0x00067C88 __eh_frame 888 0x00068000 __DATA_CONST 16KB rw. 0x00068000 __DATA_CONST 16KB rw. 0x00068000 __got 3704 0x00068E78 __const 6864 0x0006A948 __objc_classlist 40 0x0006A970 __objc_imageinfo 8 0x0006C000 __DATA 32KB rw. 0x0006C000 __DATA 32KB rw. 0x0006C000 __objc_const 792 0x0006C318 __objc_selrefs 96 0x0006C378 __objc_classrefs 48 0x0006C3A8 __objc_data 208 0x0006C478 __data 4136 0x0006D4A0 __bss 12784 0x00070690 __common 4592 -linked_dylibs: attributes load path @rpath/CommonTools.framework/CommonTools /System/Library/Frameworks/Foundation.framework/Foundation /usr/lib/libobjc.A.dylib /usr/lib/libSystem.B.dylib /System/Library/Frameworks/CoreFoundation.framework/CoreFoundation /System/Library/Frameworks/CoreGraphics.framework/CoreGraphics /System/Library/Frameworks/CoreText.framework/CoreText weak-link /System/Library/Frameworks/DeveloperToolsSupport.framework/DeveloperToolsSupport /System/Library/Frameworks/SwiftUI.framework/SwiftUI /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore /System/Library/Frameworks/UIKit.framework/UIKit /usr/lib/swift/libswiftCore.dylib weak-link /usr/lib/swift/libswiftCoreAudio.dylib /usr/lib/swift/libswiftCoreFoundation.dylib weak-link /usr/lib/swift/libswiftCoreImage.dylib weak-link /usr/lib/swift/libswiftCoreMedia.dylib weak-link /usr/lib/swift/libswiftDarwin.dylib weak-link /usr/lib/swift/libswiftDataDetection.dylib weak-link /usr/lib/swift/libswiftDispatch.dylib weak-link /usr/lib/swift/libswiftFileProvider.dylib weak-link /usr/lib/swift/libswiftMetal.dylib weak-link /usr/lib/swift/libswiftOSLog.dylib /usr/lib/swift/libswiftObjectiveC.dylib weak-link /usr/lib/swift/libswiftQuartzCore.dylib weak-link /usr/lib/swift/libswiftSpatial.dylib weak-link /usr/lib/swift/libswiftUniformTypeIdentifiers.dylib weak-link /usr/lib/swift/libswiftXPC.dylib /usr/lib/swift/libswift_Concurrency.dylib weak-link /usr/lib/swift/libswiftos.dylib weak-link /usr/lib/swift/libswiftsimd.dylib weak-link /usr/lib/swift/libswiftUIKit.dylib I can add a -weak_framework SwiftUICore to "Other Linker Flags" in my Design.framework Build Settings, and that will solve my problem, but I'd like to know what prompts my Design.framework to depend on SwiftUICore despite having a minimum set to iOS 16? And how am I supposed to handle devices prior to iOS 18 which do not have this library? is adding the linker flag the right way forward?
Topic: UI Frameworks SubTopic: SwiftUI
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5
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1.5k
Activity
Apr ’25
SwiftUI/WatchOS - Picker inside a ScrollView does not work as expected
What I am trying to build Apple Watch app(written in SwiftUI, targeting watchOS 7 or higher, built with Xcode 14.1) The Problem Picker placed inside a ScrollView on an apple watch device does not work as expected I want to find out how to get the Picker to work as expected, stated below. Expected behavior On an iOS simulator, a Picker inside a ScrollView works as expected. If I try scroll interaction on the Picker area, the ScrollView part doesn’t get scrolled and only the Picker gets scrolled. whereas on the watch simulator Example, 

 If I try to scroll the Picker by touching the Picker area, the whole ScrollView reacts and moves up and down. And I am not able to control the Picker properly. The code I wrote is as follows: ScrollView { //..other view elements.. Picker(selection: $currentDay) { ForEach(weekDays, id: \.self) { Text($0) } } label: { Text("") } .frame(width: 148,height: 50) .pickerStyle(.wheel) //..other view elements.. }//: ScrollView Things I have tried putting the Picker inside a VStack/ZStack/HStack giving the Picker fixed frame values / giving other elements inside the ScrollView fixed frame values
Replies
2
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1
Views
2.1k
Activity
Apr ’25
Text is truncated with certain font sizes on iOS 17+, but not on iOS 16
’m experiencing an issue where a Text view is unexpectedly truncated with certain font sizes (e.g., .body) on iOS 17 and later. This does not occur on iOS 16. I’ve applied .fixedSize(horizontal: false, vertical: true) to allow the text to grow vertically, but it still doesn’t show the entire content. Depending on the text content or font size, it sometimes works, but not always. How can I ensure the full text is displayed correctly on iOS 17+? Here is a minimal reproducible SwiftUI example: let sampleText1 = """ これはサンプルのテキストです、 ・箇条書き1 ・箇条書き2 であかさたなクロを送り、 アアを『ああああいいいい』フライパンに入れ、あかさたなです😋 """ let sampleText2 = """ 【旬|最高級】北海道産 生サンマ 釜飯 ----- Aaa iii uuu """ struct ContentView: View { var body: some View { ScrollView { VStack(alignment: .leading, spacing: 10) { HStack { MessageTextView(text: sampleText1) .layoutPriority(100) Spacer() } HStack { MessageTextView(text: sampleText2) .layoutPriority(100) Spacer() } } } } } struct MessageTextView: View { var text: String var body: some View { Text(text) .fixedSize(horizontal: false, vertical: true) .font(.body) .padding(.leading, 16) .padding(.trailing, 16) .padding(.top, 8) .padding(.bottom, 8) } } img1 img2
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4
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0
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188
Activity
Apr ’25
Improving references to localized strings in App Intents
In order to make referencing keys for localized strings a little more reliable, our application references generated constants for localized string keys: This eliminates the potential for developers to misspell a key when referencing a localized strings. And because these constants are automatically generated by the exact same process that provides localized strings for the application, each and every constant is guaranteed to have a localized string associated with it. I’m currently attempting to implement something similar for the localized strings referenced by our new App Intents. Our initial release of App Intent functionality is simply using string literals to reference localized strings: However, I am running into several issues when trying to reference the string keys as a constant. The closest I managed to get was defining the constant as either a LocalizationValue or as a StaticString and referencing the constant while initializing the LocalizedStringResource. With this approach, I see no errors from Xcode until I try and compile. What’s more is that the wording of the error being thrown is quite peculiar: As you can see with the sample code above, I am clearly calling LocalizedStringResource’s initializer directly as Indicated by the error. Is what I’m trying to do even possible with App Intents? From my research, it does look like iOS app localization is moving more towards using string literals for localized strings. Like with String Catalog’s ability to automatically generate entries from strings referenced in UI without the need for a key. However, we’d prefer to use constants if possible for the reasons listed above.
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0
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141
Activity
Apr ’25
NavigationStack + navigationDestination issue in
Hi everyone, this is my first post. I'm facing an issue that I don't fully understand. The problem started once I migrated to use NavigationStack instead of navigation View. I have a View, let's called "NextWeekView" where I do some async process onAppear, calling an async function from the "NextWeekViewModel". Depending on the result of this processing, I need to navigate automatically to different Views. I use @Published variables on the ViewModel that I populate with the destination view. Once the processing is finish, on the View and still on onAppear, I enable a @State navigate, and return the destination View based on the @Publish: The View enum DestinationType { case play case menu case endseason } struct NextWeekView: View { @ObservedObject var team: Team @StateObject var nextWeekViewModel = NextWeekViewModel() @State private var destination: DestinationType? = nil @State var navigate: Bool = false var body: some View { LoadingScreenView(text: self.nextWeekViewModel.currentStep) .navigationDestination(isPresented: self.$navigate) { destinationView(for: self.nextWeekViewModel.destination) } .navigationBarHidden(true) .statusBar(hidden: true) .onAppear{ Task { await nextWeekViewModel.processNextWeek(team: team) if nextWeekViewModel.finishedProcessing { self.navigate.toggle() } print("navigate to: \(self.navigation)") // debug, it always print the expected value. } } } // Function to return the appropriate view based on the destination @ViewBuilder private func destinationView(for destination: DestinationType?) -> some View { switch destination { case .play: MatchPlayView(team: self.team) case .menu: GameMenuView().environmentObject(team) case .endseason: SeasonEndView().environmentObject(team) case .none: EmptyView() } } } The ViewModel class NextWeekViewModel: ObservableObject { var context = (UIApplication.shared.delegate as! AppDelegate).persistentContainer.viewContext let backgroundContext = NSManagedObjectContext(concurrencyType: .privateQueueConcurrencyType) @Published var currentStep:LocalizedStringKey = "" @Published var destination: DestinationType? = .menu @Published var finishedProcessing: Bool = false @MainActor func processNextWeek(team: Team) async { .... if currentWeek.matchdays.filter({ md in return md.num > currentWeek.current_matchday }).count == 0 { await self.endWeekProcess() // We check if it is end of season if currentSeason.current_week == currentSeason.weeks.count && currentWeek.matchdays.filter({ md in return md.num > currentWeek.current_matchday }).count == 0 { // End of season await self.endSeasonProcess(team: team, currentSeason: currentSeason) self.destination = .endseason // WORKS } else { // We go next week self.currentStep = "Create cash operations" await self.createCashOperations(team: team, week: currentSeason.current_week) self.currentStep = "Create messages" await self.createMessages(team: team) self.destination = .menu //WORKS } } else { print("Ther are more matchdays, lets pass the matchday") // THIS DOES NOT WORK // Any Modifications of destination is reflected on the view, but automatic navigation is not taking place self.destination = .play //self.destination = .menu // this also do not work. } self.finishedProcessing = true } What's happens: The code works when app goes through code path marked as //WORKS but not when follows code path //DO NOT WORK. Interestingly, it works perfectly on iOS 18. But not in iOS16/iOS17. If I add an interactive NavigationLink instead of the navigationDestination in the View : if self.nextWeekViewModel.finishedProcessing { NavigationLink(destination:destinationView(for: self.nextWeekViewModel.destination)){ SimpleButtonWithIconView(icon: "chevron.right.2", text: "Next") .padding(.bottom, 10) } } Then it works as expected but I really want to avoid the user to tap Next for a seamlessly gameplay I've tried all combinations of state variables, using different state variables per destination, but I always arrive to the same situation. I also printed everything left and right and View values looks consistent so I think the ViewModel is doing the right thing (also with the NavigationLink it works). It's simply that the "automatic" navigation does not want to navigate in certain occasions. I'm completely out of ideas. Any feedback will be welcomed. Otherwise I will revert back to NavigationView. Thank you in advance!
Topic: UI Frameworks SubTopic: SwiftUI
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3
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175
Activity
Apr ’25
I think I found a bug in SwiftUI on macOS 15.4 that crashes apps
We've been receiving crash reports for our app from users that have upgraded to macOS 15.4. I have upgraded my developer machine and immediately was able to reproduce the crash. I was able to create a minimal reproducible scenario. The following view crashes the app when sheet is presented with this trace: The window has been marked as needing another Update Constraints in Window pass, but it has already had more Update Constraints in Window passes than there are views in the window. <_TtC7SwiftUIP33_7B5508BFB2B0CAF1E28E206F2014E66B23SheetPresentationWindow: 0x1111074c0> 0x9bd (2493) {{0, 0}, {100, 108}} en ( 0 CoreFoundation 0x000000018bdfddf0 __exceptionPreprocess + 176 1 libobjc.A.dylib 0x000000018b8c2b60 objc_exception_throw + 88 2 CoreFoundation 0x000000018bdfdce0 +[NSException exceptionWithName:reason:userInfo:] + 0 3 AppKit 0x000000019043d394 -[NSWindow(NSDisplayCycle) _postWindowNeedsUpdateConstraints] + 1788 4 AppKit 0x000000018f9f8c08 -[NSView _informContainerThatSubviewsNeedUpdateConstraints] + 64 5 AppKit 0x000000018f9f8b8c -[NSView setNeedsUpdateConstraints:] + 468 6 SwiftUI 0x00000001bc0e5110 $s7SwiftUI13NSHostingViewC14setNeedsUpdate33_32B6F54841135BB466A5C1362EB89D05LLyyF + 80 7 SwiftUI 0x00000001bc101f28 $s7SwiftUI13NSHostingViewC13requestUpdate5afterySd_tF + 616 Conditions that are important: accessing a publishable property inside the sheet .sheet() on a component that is wrapped in another (VStack is required in the example provided) being used inside NavigationSplitView Presents of @Environment(\.openURL. Doesn't have to be used, simply present on the view. struct ContentView: View { @Environment(\.openURL) private var open @State var who = "world" @State var shown = false var body: some View { NavigationSplitView(sidebar: { Text("Hello, world") }, detail: { VStack(spacing: 20) { Button("Kill me pls") { shown = true } .frame(width: 110, height: 110) .sheet(isPresented: $shown) { VStack { HStack() { Text("Hello, \(who)!") } } .presentationBackground(.thinMaterial) } } }) } }
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2
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167
Activity
Apr ’25
Printing NSTextStorage over multiple UITextView produces weird results
I would like to print a NSTextStorage on multiple pages and add annotations to the side margins corresponding to certain text ranges. For example, for all occurrences of # at the start of a line, the side margin should show an automatically increasing number. My idea was to create a NSLayoutManager and dynamically add NSTextContainer instances to it until all text is laid out. The layoutManager would then allow me to get the bounding rectangle of the interesting text ranges so that I can draw the corresponding numbers at the same height inside the side margin. This approach works well on macOS, but I'm having some issues on iOS. When running the code below in an iPad Simulator, I would expect that the print preview shows 3 pages, the first with the numbers 0-1, the second with the numbers 2-3, and the last one with the number 4. Instead the first page shows the number 4, the second one the numbers 2-4, and the last one the numbers 0-4. It's as if the pages are inverted, and each page shows the text starting at the correct location but always ending at the end of the complete text (and not the range assigned to the relative textContainer). I've created FB17026419. class ViewController: UIViewController { override func viewDidAppear(_ animated: Bool) { let printController = UIPrintInteractionController.shared let printPageRenderer = PrintPageRenderer() printPageRenderer.pageSize = CGSize(width: 100, height: 100) printPageRenderer.textStorage = NSTextStorage(string: (0..<5).map({ "\($0)" }).joined(separator: "\n"), attributes: [.font: UIFont.systemFont(ofSize: 30)]) printController.printPageRenderer = printPageRenderer printController.present(animated: true) { _, _, error in if let error = error { print(error.localizedDescription) } } } } class PrintPageRenderer: UIPrintPageRenderer, NSLayoutManagerDelegate { var pageSize: CGSize! var textStorage: NSTextStorage! private let layoutManager = NSLayoutManager() private var textViews = [UITextView]() override var numberOfPages: Int { if !Thread.isMainThread { return DispatchQueue.main.sync { [self] in numberOfPages } } printFormatters = nil layoutManager.delegate = self textStorage.addLayoutManager(layoutManager) if textStorage.length > 0 { let glyphRange = layoutManager.glyphRange(forCharacterRange: NSRange(location: textStorage.length - 1, length: 0), actualCharacterRange: nil) layoutManager.textContainer(forGlyphAt: glyphRange.location, effectiveRange: nil) } var page = 0 for textView in textViews { let printFormatter = textView.viewPrintFormatter() addPrintFormatter(printFormatter, startingAtPageAt: page) page += printFormatter.pageCount } return page } func layoutManager(_ layoutManager: NSLayoutManager, didCompleteLayoutFor textContainer: NSTextContainer?, atEnd layoutFinishedFlag: Bool) { if textContainer == nil { addPage() } } private func addPage() { let textContainer = NSTextContainer(size: pageSize) layoutManager.addTextContainer(textContainer) let textView = UITextView(frame: CGRect(origin: .zero, size: pageSize), textContainer: textContainer) textViews.append(textView) } }
Topic: UI Frameworks SubTopic: UIKit Tags:
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4
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129
Activity
Apr ’25
Transforming RealityKit entities using gestures
In the section : Add transform logic to the main component There is the line : var state: GestureStateComponent = entity.gestureStateComponent ?? GestureStateComponent() When I try to add the same line. I have the error cannot find GestureStateComponent in scope. My imports : import SwiftUI import RealityKit import RealityKitContent An answer would be greatly appreciate it
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2
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79
Activity
Apr ’25
iOS17 UITextView inputView becomFirstResponder does not work
Simplely, when we set UITextView.inputView and then call becomeFirstResponder, but the custom inputView could not show expectedly just like before. We test this code in iOS17 and below, while only iOS17 does not work. And xcode console print these logs: Failed to retrieve snapshot. -[RTIInputSystemClient remoteTextInputSessionWithID:performInputOperation:] perform input operation requires a valid sessionID -[RTIInputSystemClient remoteTextInputSessionWithID:performInputOperation:] perform input operation requires a valid sessionID -[RTIInputSystemClient remoteTextInputSessionWithID:performInputOperation:] perform input operation requires a valid sessionID -[RTIInputSystemClient remoteTextInputSessionWithID:performInputOperation:] perform input operation requires a valid sessionID Unsupported action selector setShiftStatesNeededInDestination:autoShifted:shiftLocked: Unsupported action selector setShiftStatesNeededInDestination:autoShifted:shiftLocked: Unsupported action selector setShiftStatesNeededInDestination:autoShifted:shiftLocked: Unsupported action selector setShiftStatesNeededInDestination:autoShifted:shiftLocked:
Replies
49
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17
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37k
Activity
Apr ’25
SwiftUI macOS simple NavigationStack and NavigationLink -> problem on multiplatform project
I had a problem with my app (or in my setup) and searching the web I found a very simple code where part of my problem occurs. I create a new Multiplatform App and paste this code in ContentView. import SwiftUI struct ContentView: View { var body: some View { NavigationStack { VStack { Text("Navigation article") .font(.title) .padding() NavigationLink("Go to the second view", destination: SecondView()) .padding() } .navigationTitle("First View") } } } struct SecondView: View { var body: some View { Text("This is the Second view") .font(.headline) .padding() .navigationTitle("Second View") } } run on iPhone/ iOS no problem run on a Mac/macOS Going from view 1 to view 2 work, the back arrow on view 2 is there, and it is working but the second time I go to the view 2, the back arrow is gone. after looking closely I can see the Arrow Underneath the S of SecondView. I have tried many things and could not make it work. I post this in a HackingWithSwift forum and somebody tried the code and said it work. so it seems the problem could be related to my setup but I create another user in my computer , same problem and tried it on my another computer, same problem.
Topic: UI Frameworks SubTopic: SwiftUI
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7
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96
Activity
Apr ’25
Should i set window.isReleasedWhenClosed to true or leave it to default?
Hi, In mac os swift ui application when i set window.isReleasedWhenClosed and when i close the window the app is getting crashed with exc_bad_access. but when i leave it to default value the app is not crashing. for some windows setting window.isReleasedWhenClosed to true is woking properly when closing the windows. But for some windows it is crashing. If i dont set it to true the window is not removed from NSApplication.shared.windows sometimes. I am confused about setting isReleasedWhenClosed to true Could someone calrify on this please. thank in advance.
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2
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87
Activity
Apr ’25
custom-URL-handling method not being called
I've defined a URL scheme for my application, and that's being honored by iOS. But the function that's supposed to handle the URL in my appliation (as documented here) is never called. The documentation doesn't say exactly where this is supposed to go. I've tried it in my App struct: @main struct MyGreatApp: App { var body: some Scene { WindowGroup { MainView() } } // Handle custom URLs, specifically the ones sent in invitation E-mails or texts. func application(_ application: UIApplication, open theURL: URL, options: [UIApplication.OpenURLOptionsKey : Any] = [:] ) -> Bool { // Determine who sent the URL. let sendingAppID = options[.sourceApplication] print("source application = \(sendingAppID ?? "Unknown")") ... And I also tried putting this at the file level. No dice either way. Anybody have an idea why? To head off things I've seen in other posts: I'm not using scenes, and there's no SceneDelegate.
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12
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296
Activity
Apr ’25
How do I maintain a stable scroll position when inserting items above in a ScrollView?
As the title says, I am not sure how to properly build an inverted ScrollView where I can safely insert items above my data ("prepend") without everything jumping around. My current code is essentially this: @State private var scrollPosition = ScrollPosition(idType: Message.ID.self) private func onMessageDidScrollIntoView(_ id: Message.ID) { let indexOfVisibleMessage = /* ... */ if indexOfVisibleMessage < 10 { fetchOlderMessages() // ^ this updates my ViewModel `messages` } } var body: some View { ScrollView { LazyVStack { ForEach(messages) { message in MessageCell(message) } }.scrollTargetLayout() } .defaultScrollAnchor(.bottom) .scrollPosition($scrollPosition) .onChange(of: scrollPosition) { oldValue, newValue in guard let visibleMessageId = scrollPosition.viewID(type: Message.ID.self) else { return } onMessageDidScrollIntoView(visibleMessageId) } } ..so if the user scrolls up to the oldest 10 messages, I start loading more and insert them at the top. The problem with this is that the ScrollView now jumps when new messages are inserted. This is because the ScrollView maintains it's Y position, but the content size changes since we are adding new items "above". I tried to play around with a few suggestions I found on StackOverflow, namely; Inverting the ScrollView (.scaleEffect(y: -1) on the ScrollView and then again on the MessageCell to counter it): This somehow jumped the x position of the ScrollView and completely breaks .contextMenu. Playing around with .onScrollGeometryChange to update scrollPosition.scrollTo(y:) when it's contentSize changes: This just didn't work and stopped the user scroll gesture/interaction. Setting scrollPosition to the Message.ID I want to keep stable before doing an update: This didn't do anything. But nothing actually worked for the reasons described above. How do you actually build these UIs in SwiftUI? I think an inverted ScrollView is quite a common UI, and obviously data has to be loaded lazily.
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124
Activity
Apr ’25
UITextField with isSecureTextEntry in Catalyst display an empty box
Hi, In a Mac Catalyst app, I need to allow the user insert a passcode using a UITextField. The field is used to insert a one time passcode and I want to keep the content hidden. For this reason I set the isSecureTextEntry property to true. passcodeTextField.isSecureTextEntry = true By doing this, a button to allow the user to pick a password from the keychain is displayed: This option in my case should not appear because the password is a one time password that change every time. For that reason I set the textContentType to oneTimeCode. passcodeTextField.textContentType = .oneTimeCode This actually removes the password button, but introduce something weird. If the user type something and then delete everything, a big empty box appear under the field: I have no idea what this box is and why it appears. Does anyone know why it appears and how I can remove it? Thank you
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879
Activity
Apr ’25
TipViewStyle layout broken in iOS 18.4 – Tip message gets truncated
Hi everyone, I’m using a custom TipViewStyle to modify the background and slightly adjust the layout of the Tips in my app. Everything looked great until iOS 18.4. Since updating, the layout is being compressed, and the message inside the Tip is getting truncated. Here’s a screenshot of how it looks on iOS 18.4 (truncated message) and another showing how it used to look before iOS 18.4 (correct layout). Here is the relevant code for the custom style: struct CustomTipViewStyle: TipViewStyle { func makeBody(configuration: Configuration) -> some View { VStack(alignment: .leading, spacing: 4) { HStack { configuration.title? .font(.headline) .foregroundColor(.daBackground) Spacer() Button(action: { configuration.tip.invalidate(reason: .tipClosed) }) { Image(systemName: "xmark") .foregroundColor(.daBackground.opacity(0.3)) } } VStack(alignment: .leading, spacing: 8.0) { configuration.message? .font(.subheadline) .foregroundColor(.daBackground.opacity(0.8)) Divider().background(.daBackground.opacity(0.3)) ForEach(configuration.actions) { action in HStack { Spacer() Button(action: action.handler) { action.label() .foregroundStyle(.accent) .font(.system(size: 18, weight: .bold)) } } } } } .padding() .background(Color.daBlack) } } Has anyone else experienced this issue with TipViewStyle in iOS 18.4? Any workarounds or solutions would be appreciated! Thanks in advance!
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196
Activity
Apr ’25
Is there a global Alert View in SwiftUI?
I am writing a SwiftUI based app, and errors can occur anywhere. I've got a function that logs the error. But it would be nice to be able to call an Alert Msg, no matter where I am, then gracefully exits the app. Sure I can right the alert into every view, but that seems ridiculously unnecessary. Am I missing something?
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134
Activity
Apr ’25
Trying to drag a modelEntity inside an Immersive space
Goal : Drag a sphere across the room and track it's position Problem: The gesture seems to have no effect on the sphere ModelEntity. I don't know how to properly attach the gesture to the ModelEntity. Any help is great. Thank you import SwiftUI import Foundation import UIKit @main struct testApp: App { @State var immersionStyle:ImmersionStyle = .mixed var body: some Scene { ImmersiveSpace { ContentView() } .immersionStyle(selection: $immersionStyle, in: .mixed, .full, .progressive) } } struct ContentView: View { @State private var lastPosition: SIMD3? = nil @State var subscription: EventSubscription? @State private var isDragging: Bool = false var sphere: ModelEntity { let mesh = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: false) let entity = ModelEntity(mesh: mesh, materials: [material]) entity.generateCollisionShapes(recursive: true) return entity } var drag: some Gesture { DragGesture() .onChanged { _ in self.isDragging = true } .onEnded { _ in self.isDragging = false } } var body: some View { RealityView { content in //1. Anchor Entity let anchor = AnchorEntity(world: SIMD3<Float>(0, 0, -1)) let ball = sphere //2. add anchor to sphere anchor.addChild(ball) content.add(anchor) subscription = content.subscribe(to: SceneEvents.Update.self) { event in let currentPosition = ball.position(relativeTo: nil) if let last = lastPosition, last != currentPosition { print("Sphere moved from \(last) to \(currentPosition)") } lastPosition = currentPosition } } .gesture(drag) } }
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79
Activity
Apr ’25
Accessing an actor's isolated state from within a SwiftUI view
I'm trying to understand a design pattern for accessing the isolated state held in an actor type from within a SwiftUI view. Take this naive code: actor Model: ObservableObject { @Published var num: Int = 0 func updateNumber(_ newNum: Int) { self.num = newNum } } struct ContentView: View { @StateObject var model = Model() var body: some View { Text("\(model.num)") // <-- Compiler error: Actor-isolated property 'num' can not be referenced from the main actor Button("Update number") { Task.detached() { await model.updateNumber(1) } } } } Understandably I get the compiler error Actor-isolated property 'num' can not be referenced from the main actor when I try and access the isolated value. Yet I can't understand how to display this data in a view. I wonder if I need a ViewModel that observes the actor, and updates itself on the main thread, but get compile time error Actor-isolated property '$num' can not be referenced from a non-isolated context. class ViewModel: ObservableObject { let model: Model @Published var num: Int let cancellable: AnyCancellable init() { let model = Model() self.model = model self.num = 0 self.cancellable = model.$num // <-- compile time error `Actor-isolated property '$num' can not be referenced from a non-isolated context` .receive(on: DispatchQueue.main) .sink { self.num = $0 } } } Secondly, imagine if this code did compile, then I would get another error when clicking the button that the interface is not being updated on the main thread...again I'm not sure how to effect this from within the actor?
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9.8k
Activity
Apr ’25
Navbar buttons disappear in NavigationSplitView's sidebar when changing apps
We recently migrated our app to use NavigationSplitView on iPad with a sidebar and detail setup, and we got reports that the navigation buttons on the sidebar disappear when returning to our app after using a different app. I reproduced the issue from a new empty project with the following code (issue tested on iOS 17.4 and iOS 18.3, was not able to reproduce on iOS 16.4): import SwiftUI @main struct TestApp: App { var body: some Scene { WindowGroup { NavigationSplitView { Text("sidebar") .toolbar { ToolbarItem(placement: .topBarLeading) { Button(action: {}) { Image(systemName: "square.and.arrow.down") } } ToolbarItem(placement: .topBarTrailing) { Button(action: {}) { Image(systemName: "square.and.arrow.up") } } } } detail: { Text("detail") .toolbar { ToolbarItem(placement: .topBarLeading) { Button(action: {}) { Image(systemName: "eraser") } } ToolbarItem(placement: .topBarTrailing) { Button(action: {}) { Image(systemName: "pencil") } } } } } } } Please check the following GIF for the simple steps, notice how the navbar buttons in the detail view do not disappear: Here's the console output, it shows that the constraints break internally:
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130
Activity
Apr ’25
Food Truck Sample animation issue from Table Component
Hi! I'm seeing some weird animation issues building the Food Truck sample application.^1 I'm running from macOS 15.4 and Xcode 16.3. I'm building the Food Truck application for macOS. I'm not focusing on iOS for now. The FoodTruckModel adds new Order values with an animation: // FoodTruckModel.swift withAnimation(.spring(response: 0.4, dampingFraction: 1)) { self.orders.append(orderGenerator.generateOrder(number: orders.count + 1, date: .now, generator: &generator)) } This then animates the OrdersTable when new Order values are added. Here is a small change to OrdersTable: // OrdersTable.swift - @State private var sortOrder = [KeyPathComparator(\Order.status, order: .reverse)] + @State private var sortOrder = [KeyPathComparator(\Order.creationDate, order: .reverse)] Running the app now inserts new Order values at the top. The problem is I seem to be seeing some weird animation issues here. It seems that as soon as the new Order comes in there is some kind of weird glitch where it appears as if part the animation is coming from the side instead of down from the top: What's then more weird is that if I seem to affect the state of the Table in any way then the next Order comes in with perfect animation. Scrolling the Table fixes the animation. Changing the creationData sort order from reverse to forward and back to reverse fixes the animation. Any ideas? Is there something about how the Food Truck product is built that would cause this to happen? Is this an underlying issue in the SwiftUI infra?
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72
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Apr ’25