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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Lack of API to access scrubber preview time in AVPlayerViewController (scrubbingTime)
Hi everyone, I'm working with AVPlayerViewController in a tvOS/iOS app and ran into a limitation that I believe some developers face. When using player.currentItem?.currentTime(), we only get the playback time—which is fine while the video is playing. But when the player is paused and the user drags the scrubber, there's no public API to get the time that is currently being previewed under the scrubber thumb (stick), but there's no way to read it programmatically. This becomes a problem when trying to show thumbnail previews or display metadata tied to the scrubbed position.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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102
Jun ’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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129
Nov ’25
How to create a QuickTime recording like panel?
QuickTime recording palette behaves in a way which I want to replicate in my desktop app - specifically the behaviour when switching spaces, it appears on top. Currently, my app appears on all spaces, and even over fullscreen applications BUT it already exists when I switch to the space, this feels disjointed. I can't find a solution to this behaviour. Here's the Window Collection Behaviours I've tried (on an NSPanel): FullScreenAuxiliary - appears over fullscreen apps. CanJoinAllSpaces - appears on all spaces. These two options make the dock show up on all spaces in the same position, but on each space they already exists. I've tried this behaviour too: MoveToActiveSpace - which as per docs would move the window into active space only when its reopened, mine stays open all the time. I can't find any more information on how QuickTime achieves this.
Topic: UI Frameworks SubTopic: SwiftUI
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May ’25
[Want] A View detects one from multiple Gestures.
SwiftUI Gesture cannot detect one of multiple gestures. I made a library for it because one of my apps needs it. library: https://github.com/Saw-000/SwiftUI-DetectGestureUtil I think the function like this library maybe is needed in the core, and can be used with "import SwiftUI", isn't it?
Topic: UI Frameworks SubTopic: SwiftUI
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123
Nov ’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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109
Oct ’25
Zoom navigation causes the source view to disappear
After returning from the child view to the parent, the latter one will simply disappear. This is the full view. See itemsContent where I perform the navigation. The last tapped rectangle in this example will simply disappear. struct DashboardView: View { @State var viewModel: DahsboardViewModel @Namespace private var namespace var body: some View { ScrollView(.vertical) { LazyVStack(spacing: 24) { ForEach(viewModel.sections) { section in VStack(spacing: 16) { Text(section.title) itemsContent(for: section) } } } } } func itemsContent(for section: DashboardSection) -> some View { ForEach(section.items) { item in NavigationLink { PatternLearningRouter().rootView .id(item.id) .navigationTransition(.zoom(sourceID: item.id, in: namespace)) } label: { Rectangle() .fill(Color.yellow) .frame(width: 80, height: 80) .overlay { Text(item.title) } .matchedTransitionSource(id: item.id, in: namespace) } } } } XCode26 26.0.1(17A400) iPhone 16 Pro, iOS 26.0.1 Note: Only reproduced when I swipe back (not reproducing it when using back button) Only reproduced on real device not simulator I
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Oct ’25
Canvas Is Not Updating in Xcode 26
I just updated to Tahoe 26 and Xcode 26, and now a SwiftUI project that was working just fine, simply shows a blank canvas. I closed Xcode and reopened, but get the same results. Note that there is no error message and the project builds and displays normally. Steps to blank canvas: Open Xcode I see Canvas Paused Click on the circle The Form opens with a blank screen Build the project The Form opens with all controls showing Jim
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Oct ’25
MFMessageComposeViewController: Close button disappears after sending message on iOS 26
Description When presenting MFMessageComposeViewController from SwiftUI using UIViewControllerRepresentable, the close button disappears after sending a message on iOS 26. As a result, the message compose screen cannot be dismissed, leaving the user stuck on the Messages UI. struct MessageComposeView: UIViewControllerRepresentable { typealias Completion = (_ messageSent: Bool) -> Void static var canSendText: Bool { MFMessageComposeViewController.canSendText() } let recipients: [String]? let body: String? let completion: Completion? func makeUIViewController(context: Context) -> UIViewController { guard Self.canSendText else { let errorView = MessagesUnavailableView() return UIHostingController(rootView: errorView) } let controller = MFMessageComposeViewController() controller.messageComposeDelegate = context.coordinator controller.recipients = recipients controller.body = body return controller } func updateUIViewController(_ uiViewController: UIViewController, context: Context) {} func makeCoordinator() -> Coordinator { Coordinator(completion: self.completion) } class Coordinator: NSObject, MFMessageComposeViewControllerDelegate { private let completion: Completion? public init(completion: Completion?) { self.completion = completion } public func messageComposeViewController(_ controller: MFMessageComposeViewController, didFinishWith result: MessageComposeResult) { if result == .cancelled { controller.dismiss(animated: true, completion: nil) } completion?(result == .sent) } } } Before sending message: After sending message:
Topic: UI Frameworks SubTopic: SwiftUI
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114
Nov ’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
Appearance of custom control changes depending on where it is used.
I made a custom SwiftUI control with two sliders trying to mimic the appearance of the new sliders in version 26 OSs. I was able to get something close to the way Apple's single slider looks and works. This is how it normally looks: And this is how it looks when one of the sliders is being dragged: This isn't perfect but I could live with it. Except that I want to use that control in a SwiftUI List, and by placing it in the list it doesn't have the same appearance though it functions the same. When the thumbs aren't being dragged it looks like this: Same as before which is great. But when one of the thumbs is being dragged it looks like this: Something about dropping the control into a List broke the transparency effect. All these screenshots were taken using the Xcode simulator for iOS. I achieved the transparency effect using .glassEffect(.clear.interactive(true)) on the thumb, along with a second capsule drawn on top when the thumb isn't being dragged. I needed the second capsule, if I messed with the one with the glass effect applied it would no longer scale when clicked and dragged. I have also tried placing the control inside a GlassEffectContainer at various levels of the hierarchy and it never improves the situation, instead the white capsule I draw on top turns a shade of gray. I tried other colors and it doesn't change those, only white. Why does my control lose transparency when I put it in a List, and more importantly how do I fix it?
Topic: UI Frameworks SubTopic: SwiftUI
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103
Oct ’25
Custom font ok on iOS, fuzzy on OSX
Hi! I am adding MacOS to a SwiftUI based multiplatform app in XCode, and have noticed an effect on the OTF font I am using. When started for a MacOSX target, the font looks a bit fuzzy, or too bold for the same display: Above is the display running in an iPhone 13 mini simulator, below the macOS version running for the "My Mac" target. The font is in both cases just fetched with static let tkDisplayFont = Font.custom("Segment7Standard", size: 38) Same applies in dark mode: This makes the numbers and especially the decimal point a bit harder to read. The same happens with the system font, but it is not such a problem there: I guess this is handled a bit differently between UIFont and NSFont underneath. Is there a way to tell the font to behave the same way as on iOS?
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Sep ’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
Live Activity resets to initial state after 8+ hours in background
Hi Apple team and community, We’re encountering a strange issue with Live Activity that seems related to memory management or background lifecycle. ❓ Issue: Our app updates a Live Activity regularly (every 3 minutes) using .update(...). However, after the app remains in the background for around 8 hours, the Live Activity reverts to the initial state that was passed into .request(...). Even though the app continues sending updates in the background, the UI on the Lock Screen and Dynamic Island resets to the original state.
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Apr ’25
SwiftUI: Can a NavigationDestination in NavigationStack present the view as a .sheet instead of pushing?
Hi everyone, I’m experimenting with SwiftUI's new NavigationStack / navigationDestination API. Normally, when you navigate to a value using NavigationLink(value:) and a matching navigationDestination(for:), the destination view is pushed onto the navigation stack. What I’d like to know is: Is there a way to present that destination view as a sheet instead of pushing it? Essentially: Can a NavigationDestination be shown modally? Here’s a simplified example of what I mean: struct RootView: View { var body: some View { NavigationStack { NavigationLink(value: "Example") { Text("Push me!") } .navigationDestination(for: String.self) { _ in DetailView() // <--- Can this be shown as a sheet? } } } } My questions are: Is there a built‑in way to make a navigationDestination present modally (as .sheet) instead of pushing? If not, is the recommended approach to handle .sheet state manually outside of the NavigationStack and bypass navigationDestination for such cases? Can the NavigationPath itself somehow encode a modal presentation style for certain types? Thanks in advance for any tips or confirmation that this is (not) possible in SwiftUI.
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Sep ’25
Remove persistent bottom gray bar at the bottom when using hardware keyboard
DESCRIPTION OF PROBLEM When using SwiftUI’s TextField or TextEditor on iPadOS, a persistent gray or default system material bar appears at the bottom of the screen. This gray bar is not present in Apple’s native apps (such as Notes, Mail, Messages) or in third-party apps like ChatGPT and Beeper STEPS TO REPRODUCE Create a TextField or TextEditor. Run the code, click on it, without software keyboard enabled.
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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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Nov ’25
ScrollView paging position is off in iOS 26
Hi everyone, I have the following issue that I have tried to tweak every possible modifier of ScrollView and still got the same result in iOS 26. Description: Create a SwiftUI ScrollView with scrollTargetBehavior of paging, also create a bottom UI view below the ScrollView. If the starting index is not 0, the position of current page will be off with part of previous page shown above it. It only happens on iOS 26, not on iOS 18. Also if bottom UI view (text view in this case) is removed, it also works fine. I want to see if there is a solution for it or it's an iOS 26 bug. Thanks! import SwiftUI struct ContentView: View { @State private var currentPageIndex: Int? = 3 var body: some View { VStack { scrollView Text("Bottom Bar") .frame(maxWidth: .infinity) .frame(height: 80) .background(.red) } .background(.black) } @ViewBuilder var scrollView: some View { VerticalPagerView( currentPageIndex: $currentPageIndex, itemCount: 10, content: Array(0...9).map { index in content(for: index) } ) } @ViewBuilder private func content(for index: Int) -> some View { // Empty view with random background color Color( red: Double((index * 25 + 0) % 255) / 255.0, green: Double((index * 25 + 80) % 255) / 255.0, blue: Double((index * 25 + 160) % 255) / 255.0 ) } } struct VerticalPagerView<Content: View>: View { @Binding private var currentPageIndex: Int? private let itemCount: Int private let content: [Content] init( currentPageIndex: Binding<Int?>, itemCount: Int, content: [Content] ) { self._currentPageIndex = currentPageIndex self.itemCount = itemCount self.content = content } var body: some View { GeometryReader { geometryReader in ScrollViewReader { reader in ScrollView(.vertical) { LazyVStack(spacing: 0) { ForEach(0 ..< itemCount, id: \.self) { index in content[index] .id(index) .containerRelativeFrame(.vertical, alignment: .center) .clipped() } } .frame(minHeight: geometryReader.size.height) .scrollTargetLayout() } .scrollIndicators(.hidden) .onAppear { guard let currentPageIndex = currentPageIndex else { return } reader.scrollTo(currentPageIndex, anchor: .center) } } .scrollPosition(id: $currentPageIndex, anchor: .center) .ignoresSafeArea() .scrollTargetBehavior(.paging) .onChange(of: currentPageIndex) { oldIndex, newIndex in } } } }
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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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Sep ’25
tvOS 26 Top shelf's playbackProgress is broken
Here is a minimal code private func createItem(from movie: Movie, showProgress: Bool, imageType: ImageType) -> TVTopShelfSectionedItem { let item = TVTopShelfSectionedItem(identifier: movie.id) // Set title for the item item.title = movie.title switch imageType { case .landscape: item.imageShape = .hdtv // HDTV shape for landscape/backdrop images if let backdropUrl = movie.backdropUrl, let url = URL(string: backdropUrl) { item.setImageURL(url, for: .screenScale2x) } case .poster: item.imageShape = .poster // Poster shape for poster images if let posterUrl = movie.posterUrl, let url = URL(string: posterUrl) { item.setImageURL(url, for: .screenScale2x) } } if showProgress { item.playbackProgress = 0.5 } return item } As you can see the progress bar is pushed to the bottom. There is no padding around it. Am I doing something wrong or this is bug in the framework?
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Sep ’25
How to intercept or prevent user input in SwiftUI TextField when embedding in UIKit
Hi all, I’m working on a UIKit app where I embed a SwiftUI TextField using UIHostingController. I’m using an ObservableObject model to drive the textfield content: class TextFieldModel: ObservableObject { @Published var text: String @Published var placeholder: String @Published var isSecure: Bool @Published var isFocused: Bool init(pText: String, pPlaceholder: String, pIsSecure: Bool, pIsFocused: Bool) { self.text = pText self.placeholder = pPlaceholder self.isSecure = pIsSecure self.isFocused = pIsFocused } } And my SwiftUI view: struct TextFieldUI: View { @ObservedObject var pModel: TextFieldModel @FocusState private var pIsFocusedState: Bool var body: some View { TextField(pModel.placeholder, text: $pModel.text) .focused($pIsFocusedState) } } I embed it in UIKit like this: let swiftUIContentView = TextFieldUI(pModel: model) let hostingController = UIHostingController(rootView: swiftUIContentView) addChild(hostingController) view.addSubview(hostingController.view) hostingController.didMove(toParent: self) Question: In UIKit, if I subclass UITextField, I can override insertText(_:) and choose not to call super, effectively preventing the textfield from updating when the user types. Is there a SwiftUI equivalent to intercept and optionally prevent user input in a TextField, especially when it’s embedded inside UIKit? What is the recommended approach in SwiftUI for this?
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130
Sep ’25
Lack of API to access scrubber preview time in AVPlayerViewController (scrubbingTime)
Hi everyone, I'm working with AVPlayerViewController in a tvOS/iOS app and ran into a limitation that I believe some developers face. When using player.currentItem?.currentTime(), we only get the playback time—which is fine while the video is playing. But when the player is paused and the user drags the scrubber, there's no public API to get the time that is currently being previewed under the scrubber thumb (stick), but there's no way to read it programmatically. This becomes a problem when trying to show thumbnail previews or display metadata tied to the scrubbed position.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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102
Activity
Jun ’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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129
Activity
Nov ’25
How to create a QuickTime recording like panel?
QuickTime recording palette behaves in a way which I want to replicate in my desktop app - specifically the behaviour when switching spaces, it appears on top. Currently, my app appears on all spaces, and even over fullscreen applications BUT it already exists when I switch to the space, this feels disjointed. I can't find a solution to this behaviour. Here's the Window Collection Behaviours I've tried (on an NSPanel): FullScreenAuxiliary - appears over fullscreen apps. CanJoinAllSpaces - appears on all spaces. These two options make the dock show up on all spaces in the same position, but on each space they already exists. I've tried this behaviour too: MoveToActiveSpace - which as per docs would move the window into active space only when its reopened, mine stays open all the time. I can't find any more information on how QuickTime achieves this.
Topic: UI Frameworks SubTopic: SwiftUI
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73
Activity
May ’25
[Want] A View detects one from multiple Gestures.
SwiftUI Gesture cannot detect one of multiple gestures. I made a library for it because one of my apps needs it. library: https://github.com/Saw-000/SwiftUI-DetectGestureUtil I think the function like this library maybe is needed in the core, and can be used with "import SwiftUI", isn't it?
Topic: UI Frameworks SubTopic: SwiftUI
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123
Activity
Nov ’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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109
Activity
Oct ’25
Zoom navigation causes the source view to disappear
After returning from the child view to the parent, the latter one will simply disappear. This is the full view. See itemsContent where I perform the navigation. The last tapped rectangle in this example will simply disappear. struct DashboardView: View { @State var viewModel: DahsboardViewModel @Namespace private var namespace var body: some View { ScrollView(.vertical) { LazyVStack(spacing: 24) { ForEach(viewModel.sections) { section in VStack(spacing: 16) { Text(section.title) itemsContent(for: section) } } } } } func itemsContent(for section: DashboardSection) -> some View { ForEach(section.items) { item in NavigationLink { PatternLearningRouter().rootView .id(item.id) .navigationTransition(.zoom(sourceID: item.id, in: namespace)) } label: { Rectangle() .fill(Color.yellow) .frame(width: 80, height: 80) .overlay { Text(item.title) } .matchedTransitionSource(id: item.id, in: namespace) } } } } XCode26 26.0.1(17A400) iPhone 16 Pro, iOS 26.0.1 Note: Only reproduced when I swipe back (not reproducing it when using back button) Only reproduced on real device not simulator I
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Activity
Oct ’25
Canvas Is Not Updating in Xcode 26
I just updated to Tahoe 26 and Xcode 26, and now a SwiftUI project that was working just fine, simply shows a blank canvas. I closed Xcode and reopened, but get the same results. Note that there is no error message and the project builds and displays normally. Steps to blank canvas: Open Xcode I see Canvas Paused Click on the circle The Form opens with a blank screen Build the project The Form opens with all controls showing Jim
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185
Activity
Oct ’25
MFMessageComposeViewController: Close button disappears after sending message on iOS 26
Description When presenting MFMessageComposeViewController from SwiftUI using UIViewControllerRepresentable, the close button disappears after sending a message on iOS 26. As a result, the message compose screen cannot be dismissed, leaving the user stuck on the Messages UI. struct MessageComposeView: UIViewControllerRepresentable { typealias Completion = (_ messageSent: Bool) -> Void static var canSendText: Bool { MFMessageComposeViewController.canSendText() } let recipients: [String]? let body: String? let completion: Completion? func makeUIViewController(context: Context) -> UIViewController { guard Self.canSendText else { let errorView = MessagesUnavailableView() return UIHostingController(rootView: errorView) } let controller = MFMessageComposeViewController() controller.messageComposeDelegate = context.coordinator controller.recipients = recipients controller.body = body return controller } func updateUIViewController(_ uiViewController: UIViewController, context: Context) {} func makeCoordinator() -> Coordinator { Coordinator(completion: self.completion) } class Coordinator: NSObject, MFMessageComposeViewControllerDelegate { private let completion: Completion? public init(completion: Completion?) { self.completion = completion } public func messageComposeViewController(_ controller: MFMessageComposeViewController, didFinishWith result: MessageComposeResult) { if result == .cancelled { controller.dismiss(animated: true, completion: nil) } completion?(result == .sent) } } } Before sending message: After sending message:
Topic: UI Frameworks SubTopic: SwiftUI
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114
Activity
Nov ’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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Activity
Oct ’25
Appearance of custom control changes depending on where it is used.
I made a custom SwiftUI control with two sliders trying to mimic the appearance of the new sliders in version 26 OSs. I was able to get something close to the way Apple's single slider looks and works. This is how it normally looks: And this is how it looks when one of the sliders is being dragged: This isn't perfect but I could live with it. Except that I want to use that control in a SwiftUI List, and by placing it in the list it doesn't have the same appearance though it functions the same. When the thumbs aren't being dragged it looks like this: Same as before which is great. But when one of the thumbs is being dragged it looks like this: Something about dropping the control into a List broke the transparency effect. All these screenshots were taken using the Xcode simulator for iOS. I achieved the transparency effect using .glassEffect(.clear.interactive(true)) on the thumb, along with a second capsule drawn on top when the thumb isn't being dragged. I needed the second capsule, if I messed with the one with the glass effect applied it would no longer scale when clicked and dragged. I have also tried placing the control inside a GlassEffectContainer at various levels of the hierarchy and it never improves the situation, instead the white capsule I draw on top turns a shade of gray. I tried other colors and it doesn't change those, only white. Why does my control lose transparency when I put it in a List, and more importantly how do I fix it?
Topic: UI Frameworks SubTopic: SwiftUI
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103
Activity
Oct ’25
Custom font ok on iOS, fuzzy on OSX
Hi! I am adding MacOS to a SwiftUI based multiplatform app in XCode, and have noticed an effect on the OTF font I am using. When started for a MacOSX target, the font looks a bit fuzzy, or too bold for the same display: Above is the display running in an iPhone 13 mini simulator, below the macOS version running for the "My Mac" target. The font is in both cases just fetched with static let tkDisplayFont = Font.custom("Segment7Standard", size: 38) Same applies in dark mode: This makes the numbers and especially the decimal point a bit harder to read. The same happens with the system font, but it is not such a problem there: I guess this is handled a bit differently between UIFont and NSFont underneath. Is there a way to tell the font to behave the same way as on iOS?
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171
Activity
Sep ’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
Live Activity resets to initial state after 8+ hours in background
Hi Apple team and community, We’re encountering a strange issue with Live Activity that seems related to memory management or background lifecycle. ❓ Issue: Our app updates a Live Activity regularly (every 3 minutes) using .update(...). However, after the app remains in the background for around 8 hours, the Live Activity reverts to the initial state that was passed into .request(...). Even though the app continues sending updates in the background, the UI on the Lock Screen and Dynamic Island resets to the original state.
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76
Activity
Apr ’25
SwiftUI: Can a NavigationDestination in NavigationStack present the view as a .sheet instead of pushing?
Hi everyone, I’m experimenting with SwiftUI's new NavigationStack / navigationDestination API. Normally, when you navigate to a value using NavigationLink(value:) and a matching navigationDestination(for:), the destination view is pushed onto the navigation stack. What I’d like to know is: Is there a way to present that destination view as a sheet instead of pushing it? Essentially: Can a NavigationDestination be shown modally? Here’s a simplified example of what I mean: struct RootView: View { var body: some View { NavigationStack { NavigationLink(value: "Example") { Text("Push me!") } .navigationDestination(for: String.self) { _ in DetailView() // <--- Can this be shown as a sheet? } } } } My questions are: Is there a built‑in way to make a navigationDestination present modally (as .sheet) instead of pushing? If not, is the recommended approach to handle .sheet state manually outside of the NavigationStack and bypass navigationDestination for such cases? Can the NavigationPath itself somehow encode a modal presentation style for certain types? Thanks in advance for any tips or confirmation that this is (not) possible in SwiftUI.
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113
Activity
Sep ’25
Remove persistent bottom gray bar at the bottom when using hardware keyboard
DESCRIPTION OF PROBLEM When using SwiftUI’s TextField or TextEditor on iPadOS, a persistent gray or default system material bar appears at the bottom of the screen. This gray bar is not present in Apple’s native apps (such as Notes, Mail, Messages) or in third-party apps like ChatGPT and Beeper STEPS TO REPRODUCE Create a TextField or TextEditor. Run the code, click on it, without software keyboard enabled.
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131
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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Activity
Nov ’25
ScrollView paging position is off in iOS 26
Hi everyone, I have the following issue that I have tried to tweak every possible modifier of ScrollView and still got the same result in iOS 26. Description: Create a SwiftUI ScrollView with scrollTargetBehavior of paging, also create a bottom UI view below the ScrollView. If the starting index is not 0, the position of current page will be off with part of previous page shown above it. It only happens on iOS 26, not on iOS 18. Also if bottom UI view (text view in this case) is removed, it also works fine. I want to see if there is a solution for it or it's an iOS 26 bug. Thanks! import SwiftUI struct ContentView: View { @State private var currentPageIndex: Int? = 3 var body: some View { VStack { scrollView Text("Bottom Bar") .frame(maxWidth: .infinity) .frame(height: 80) .background(.red) } .background(.black) } @ViewBuilder var scrollView: some View { VerticalPagerView( currentPageIndex: $currentPageIndex, itemCount: 10, content: Array(0...9).map { index in content(for: index) } ) } @ViewBuilder private func content(for index: Int) -> some View { // Empty view with random background color Color( red: Double((index * 25 + 0) % 255) / 255.0, green: Double((index * 25 + 80) % 255) / 255.0, blue: Double((index * 25 + 160) % 255) / 255.0 ) } } struct VerticalPagerView<Content: View>: View { @Binding private var currentPageIndex: Int? private let itemCount: Int private let content: [Content] init( currentPageIndex: Binding<Int?>, itemCount: Int, content: [Content] ) { self._currentPageIndex = currentPageIndex self.itemCount = itemCount self.content = content } var body: some View { GeometryReader { geometryReader in ScrollViewReader { reader in ScrollView(.vertical) { LazyVStack(spacing: 0) { ForEach(0 ..< itemCount, id: \.self) { index in content[index] .id(index) .containerRelativeFrame(.vertical, alignment: .center) .clipped() } } .frame(minHeight: geometryReader.size.height) .scrollTargetLayout() } .scrollIndicators(.hidden) .onAppear { guard let currentPageIndex = currentPageIndex else { return } reader.scrollTo(currentPageIndex, anchor: .center) } } .scrollPosition(id: $currentPageIndex, anchor: .center) .ignoresSafeArea() .scrollTargetBehavior(.paging) .onChange(of: currentPageIndex) { oldIndex, newIndex in } } } }
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246
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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129
Activity
Sep ’25
tvOS 26 Top shelf's playbackProgress is broken
Here is a minimal code private func createItem(from movie: Movie, showProgress: Bool, imageType: ImageType) -> TVTopShelfSectionedItem { let item = TVTopShelfSectionedItem(identifier: movie.id) // Set title for the item item.title = movie.title switch imageType { case .landscape: item.imageShape = .hdtv // HDTV shape for landscape/backdrop images if let backdropUrl = movie.backdropUrl, let url = URL(string: backdropUrl) { item.setImageURL(url, for: .screenScale2x) } case .poster: item.imageShape = .poster // Poster shape for poster images if let posterUrl = movie.posterUrl, let url = URL(string: posterUrl) { item.setImageURL(url, for: .screenScale2x) } } if showProgress { item.playbackProgress = 0.5 } return item } As you can see the progress bar is pushed to the bottom. There is no padding around it. Am I doing something wrong or this is bug in the framework?
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220
Activity
Sep ’25
How to intercept or prevent user input in SwiftUI TextField when embedding in UIKit
Hi all, I’m working on a UIKit app where I embed a SwiftUI TextField using UIHostingController. I’m using an ObservableObject model to drive the textfield content: class TextFieldModel: ObservableObject { @Published var text: String @Published var placeholder: String @Published var isSecure: Bool @Published var isFocused: Bool init(pText: String, pPlaceholder: String, pIsSecure: Bool, pIsFocused: Bool) { self.text = pText self.placeholder = pPlaceholder self.isSecure = pIsSecure self.isFocused = pIsFocused } } And my SwiftUI view: struct TextFieldUI: View { @ObservedObject var pModel: TextFieldModel @FocusState private var pIsFocusedState: Bool var body: some View { TextField(pModel.placeholder, text: $pModel.text) .focused($pIsFocusedState) } } I embed it in UIKit like this: let swiftUIContentView = TextFieldUI(pModel: model) let hostingController = UIHostingController(rootView: swiftUIContentView) addChild(hostingController) view.addSubview(hostingController.view) hostingController.didMove(toParent: self) Question: In UIKit, if I subclass UITextField, I can override insertText(_:) and choose not to call super, effectively preventing the textfield from updating when the user types. Is there a SwiftUI equivalent to intercept and optionally prevent user input in a TextField, especially when it’s embedded inside UIKit? What is the recommended approach in SwiftUI for this?
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Activity
Sep ’25