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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A Summary of the WWDC25 Group Lab - UI Frameworks
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for UI Frameworks. How would you recommend developers start adopting the new design? Start by focusing on the foundational structural elements of your application, working from the "top down" or "bottom up" based on your application's hierarchy. These structural changes, like edge-to-edge content and updated navigation and controls, often require corresponding code modifications. As a first step, recompile your application with the new SDK to see what updates are automatically applied, especially if you've been using standard controls. Then, carefully analyze where the new design elements can be applied to your UI, paying particular attention to custom controls or UI that could benefit from a refresh. Address the large structural items first then focus on smaller details is recommended. Will we need to migrate our UI code to Swift and SwiftUI to adopt the new design? No, you will not need to migrate your UI code to Swift and SwiftUI to adopt the new design. The UI frameworks fully support the new design, allowing you to migrate your app with as little effort as possible, especially if you've been using standard controls. The goal is to make it easy to adopt the new design, regardless of your current UI framework, to achieve a cohesive look across the operating system. What was the reason for choosing Liquid Glass over frosted glass, as used in visionOS? The choice of Liquid Glass was driven by the desire to bring content to life. The see-through nature of Liquid Glass enhances this effect. The appearance of Liquid Glass adapts based on its size; larger glass elements look more frosted, which aligns with the design of visionOS, where everything feels larger and benefits from the frosted look. What are best practices for apps that use customized navigation bars? The new design emphasizes behavior and transitions as much as static appearance. Consider whether you truly need a custom navigation bar, or if the system-provided controls can meet your needs. Explore new APIs for subtitles and custom views in navigation bars, designed to support common use cases. If you still require a custom solution, ensure you're respecting safe areas using APIs like SwiftUI's safeAreaInset. When working with Liquid Glass, group related buttons in shared containers to maintain design consistency. Finally, mark glass containers as interactive. For branding, instead of coloring the navigation bar directly, consider incorporating branding colors into the content area behind the Liquid Glass controls. This creates a dynamic effect where the color is visible through the glass and moves with the content as the user scrolls. I want to know why new UI Framework APIs aren’t backward compatible, specifically in SwiftUI? It leads to code with lots of if-else statements. Existing APIs have been updated to work with the new design where possible, ensuring that apps using those APIs will adopt the new design and function on both older and newer operating systems. However, new APIs often depend on deep integration across the framework and graphics stack, making backward compatibility impractical. When using these new APIs, it's important to consider how they fit within the context of the latest OS. The use of if-else statements allows you to maintain compatibility with older systems while taking full advantage of the new APIs and design features on newer systems. If you are using new APIs, it likely means you are implementing something very specific to the new design language. Using conditional code allows you to intentionally create different code paths for the new design versus older operating systems. Prefer to use if #available where appropriate to intentionally adopt new design elements. Are there any Liquid Glass materials in iOS or macOS that are only available as part of dedicated components? Or are all those materials available through new UIKit and AppKit views? Yes, some variations of the Liquid Glass material are exclusively available through dedicated components like sliders, segmented controls, and tab bars. However, the "regular" and "clear" glass materials should satisfy most application requirements. If you encounter situations where these options are insufficient, please file feedback. If I were to create an app today, how should I design it to make it future proof using Liquid Glass? The best approach to future-proof your app is to utilize standard system controls and design your UI to align with the standard system look and feel. Using the framework-provided declarative API generally leads to easier adoption of future design changes, as you're expressing intent rather than specifying pixel-perfect visuals. Pay close attention to the design sessions offered this year, which cover the design motivation behind the Liquid Glass material and best practices for its use. Is it possible to implement your own sidebar on macOS without NSSplitViewController, but still provide the Liquid Glass appearance? While technically possible to create a custom sidebar that approximates the Liquid Glass appearance without using NSSplitViewController, it is not recommended. The system implementation of the sidebar involves significant unseen complexity, including interlayering with scroll edge effects and fullscreen behaviors. NSSplitViewController provides the necessary level of abstraction for the framework to handle these details correctly. Regarding the SceneDelagate and scene based life-cycle, I would like to confirm that AppDelegate is not going away. Also if the above is a correct understanding, is there any advice as to what should, and should not, be moved to the SceneDelegate? UIApplicationDelegate is not going away and still serves a purpose for application-level interactions with the system and managing scenes at a higher level. Move code related to your app's scene or UI into the UISceneDelegate. Remember that adopting scenes doesn't necessarily mean supporting multiple scenes; an app can be scene-based but still support only one scene. Refer to the tech note Migrating to the UIKit scene-based life cycle and the Make your UIKit app more flexible WWDC25 session for more information.
Topic: UI Frameworks SubTopic: General
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904
Jun ’25
Live Activity animate without updating data
Is it actually possible to display animation (even a simple one) on Live Activity? But on these cases: The main app is terminated - of course, I know I can use the main app to keep updating the Live Activity to make simple animations work, but in this case, the main app is killed. Live Activity data is not updating - I also understand that the Live Activity can perform animations when its data is being update via push notification or other means, but the current case is the data is not being updated. I’ve tried several ways to achieve this, but nothing seems to work. Just when I was about to give up, I found this video from Apple’s official channel: https://www.youtube.com/watch?v=m6WMwSj_EbA At 4:14 in this video, you can see the text "Locating Driver" with the breathing animation. Could someone please help me understand how to implement that kind of animation in a Live Activity when: The main app is not running, and The Live Activity data is not updating?
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150
Apr ’25
Is it reasonable to vend an NSView from a "ViewModel" when using NSViewRepresentable instead of implementing the Coordinator pattern?
I'm currently integrating SwiftUI into an AppKit based application and was curious if the design pattern below was viable or not. In order to "bridge" between AppKit and SwiftUI, most of my SwiftUI "root" views have aViewModel that is accessible to the SwiftUI view via @ObservedObject. When a SwiftUI views need to use NSViewRepresentable I'm finding the use of a ViewModel and a Coordinator to be an unnecessary layer of indirection. In cases where it makes sense, I've just used the ViewModel as the Coordinator and it all appears to be working ok, but I'm curious if this is reasonable design pattern or if I'm overlooking something. Consider the following pseudo code: // 1. A normal @ObservedObject acting as the ViewModel that also owns and manages an NSTableView. @MainActor final class ViewModel: ObservedObject, NSTableView... { let scrollView: NSScrollView let tableView: NSTableView @Published var selectedTitle: String init() { // ViewModel manages tableView as its dataSource and delegate. tableView.dataSource = self tableView.delegate = self } func reload() { tableView.reloadData() } // Update view model properties. // Simpler than passing back up through a Coordinator. func tableViewSelectionDidChange(_ notification: Notification) { selectedTitle = tableView.selectedItem.title } } // 2. A normal SwiftUI view, mostly driven by the ViewModel. struct ContentView: View { @ObservedObject model: ViewModel var body: some View { Text(model.selectedTitle) // No need to pass anything down other than the view model. MyTableView(model: model) Button("Reload") { model.reload() } Button("Delete") { model.deleteRow(...) } } } // 3. A barebones NSViewRepresentable that just vends the required NSView. No other state is required as the ViewModel handles all interactions with the view. struct MyTableView: NSViewRepresentable { // Can this even be an NSView? let model: ViewModel func makeNSView(context: Context) -> some NSView { return model.scrollView } func updateNSView(_ nsView: NSViewType, context: Context) { // Not needed, all updates are driven through the ViewModel. } } From what I can tell, the above is working as expected, but I'm curious if there are some situations where this could "break", particularly around the lifecycle of NSViewRepresentable Would love to know if overall pattern is "ok" from a SwiftUI perspective.
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72
Apr ’25
Custom slider png on gui
Im student, hobbyst on developing. i have a problem inserting a custom slidee PNG to control volume of an áudio file in an app. The slidee built in Swift, runs ok. When i try to use a custom png it show in the Gui but when move its button right it disappear beyond the maximum but when i move ir left the minimamente is at middle of the slider scale
Topic: UI Frameworks SubTopic: SwiftUI
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53
Apr ’25
CarPlay selection highlightning
It looks like I'm one of the rare developers dealing with CarPlay... I develop a CarPlay extension for my apps. A few things: especially when using the CarPlay I/O window in iOS Simulator, I get random selection highlightning for list items: I have three list templates in a tab template; once I reselect a list using the tab which has been selected before, the initial list item highlights / returns to normal every refresh of the list content; while this doesn't happen for my real world Sony CarPlay device, I'd rather not see such disturbing highlighting for my users. I do not update the template structs or items here, it is just content like text of detailText I update. Question: how to remove highlightning programmatically - especially for devices with touch screen? I have one user who reports auto-selection of UI elements while driving; I assume this is some problem with his touch screen, but it may be a general issue too. Question: anyone with similar observations connecting my iPhone to the stand-alone Car Play simulator doesn't work; I had it working before, so it might be related to a recent iOS beta... Any hints / observations are welcome. The CarPlay community really seems to be small and I'd like to hear other's experience on the named items.
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95
May ’25
When presenting CPNavigationAlert the navigation bar will appear
In my CarPlay app, I am hiding the navigation bar by using the following: self.mapTemplate?.automaticallyHidesNavigationBar = true self.mapTemplate?.hidesButtonsWithNavigationBar = false I don't want the navigation bar to show unless a user interacts with the map by tapping it. Strangely, when I present a CPNavigationAlert the navigation bar will often appear and then disappear after the alert is dismissed. Is there a setting or reason that the navigation bar would be appearing when presenting this alert? I would like to keep the nav bar hidden during this time.
Topic: UI Frameworks SubTopic: UIKit Tags:
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147
May ’25
How to hide the tab bar in SwiftUI's TabView for macOS?
In SwiftUI for macOS, how can I hide the tab bar when using TabView? I would like to provide my own tab bar implementation. In AppKit's NSTabViewController, we can do the following: let tabViewController = NSTabViewController() tabViewController.tabStyle = .unspecified I've come across various posts that suggest using the .toolbar modifier, but none appear to work on macOS (or at least I haven't found the right implementation). struct ContentView: View { var body: some View { TabView { // ... content } <- which view modifier hides the tab bar? } } Latest macOS, Latest Xcode
3
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250
May ’25
iOS UILabel textAlignment .justified results in wrong rect by layoutManager.boundingRect
I have a UILabel subclass showing NSAttributedString in which I need to draw a rounded rectangle background color around links: import UIKit class MyLabel: UILabel { private var linkRects = [[CGRect]]() private let layoutManager = NSLayoutManager() private let textContainer = NSTextContainer(size: .zero) private let textStorage = NSTextStorage() override func draw(_ rect: CGRect) { let path = UIBezierPath() linkRects.forEach { rects in rects.forEach { linkPieceRect in path.append(UIBezierPath(roundedRect: linkPieceRect, cornerRadius: 2)) } } UIColor.systemGreen.withAlphaComponent(0.4).setFill() path.fill() super.draw(rect) } override init(frame: CGRect) { super.init(frame: frame) setup() } required init?(coder: NSCoder) { super.init(coder: coder) setup() } private func setup() { numberOfLines = 0 adjustsFontForContentSizeCategory = true isUserInteractionEnabled = true lineBreakMode = .byWordWrapping contentMode = .redraw clearsContextBeforeDrawing = true isMultipleTouchEnabled = false backgroundColor = .red.withAlphaComponent(0.1) textContainer.lineFragmentPadding = 0 textContainer.maximumNumberOfLines = numberOfLines textContainer.lineBreakMode = lineBreakMode textContainer.layoutManager = layoutManager layoutManager.textStorage = textStorage layoutManager.addTextContainer(textContainer) textStorage.addLayoutManager(layoutManager) } override func layoutSubviews() { super.layoutSubviews() calculateRects() } private func calculateRects(){ linkRects.removeAll() guard let attributedString = attributedText else { return } textStorage.setAttributedString(attributedString) let labelSize = frame.size textContainer.size = labelSize layoutManager.ensureLayout(for: textContainer) let textBoundingBox = layoutManager.usedRect(for: textContainer) print("labelSize: \(labelSize)") print("textBoundingBox: \(textBoundingBox)") var wholeLineRanges = [NSRange]() layoutManager.enumerateLineFragments(forGlyphRange: NSRange(0 ..< layoutManager.numberOfGlyphs)) { _, rect, _, range, _ in wholeLineRanges.append(range) print("Whole line: \(rect), \(range)") } attributedString.enumerateAttribute(.link, in: NSRange(location: 0, length: attributedString.length)) { value, clickableRange, _ in if value != nil { var rectsForCurrentLink = [CGRect]() wholeLineRanges.forEach { wholeLineRange in if let linkPartIntersection = wholeLineRange.intersection(clickableRange) { var rectForLinkPart = layoutManager.boundingRect(forGlyphRange: linkPartIntersection, in: textContainer) rectForLinkPart.origin.y = rectForLinkPart.origin.y + (textContainer.size.height - textBoundingBox.height) / 2 // Adjust for vertical alignment rectsForCurrentLink.append(rectForLinkPart) print("Link rect: \(rectForLinkPart), \(linkPartIntersection)") } } if !rectsForCurrentLink.isEmpty { linkRects.append(rectsForCurrentLink) } } } print("linkRects: \(linkRects)") setNeedsDisplay() } } And I use this as such: let label = MyLabel() label.setContentHuggingPriority(.required, for: .vertical) label.setContentHuggingPriority(.required, for: .horizontal) view.addSubview(label) label.snp.makeConstraints { make in make.width.lessThanOrEqualTo(view.safeAreaLayoutGuide.snp.width).priority(.required) make.horizontalEdges.greaterThanOrEqualTo(view.safeAreaLayoutGuide).priority(.required) make.center.equalTo(view.safeAreaLayoutGuide).priority(.required) } let paragraphStyle = NSMutableParagraphStyle() paragraphStyle.alignment = .justified let s = NSMutableAttributedString(string: "Lorem Ipsum: ", attributes: [.font: UIFont.systemFont(ofSize: 17, weight: .regular), .paragraphStyle: paragraphStyle]) s.append(NSAttributedString(string: "This property controls the maximum number of lines to use in order to fit the label's text into its bounding rectangle.", attributes: [.link: URL(string: "https://news.ycombinator.com/") as Any, .foregroundColor: UIColor.link, .font: UIFont.systemFont(ofSize: 14, weight: .regular), .paragraphStyle: paragraphStyle])) label.attributedText = s Notice the paragraphStyle.alignment = .justified This results in: As you can see, the green rect background is starting a bit further to the right and also ending much further to the right. If I set the alignment to be .left or .center, then it gives me the correct rects: Also note that if I keep .justified but change the font size for the "Lorem Ipsom:" part to be a bit different, lets say 16 instead of 17, then it gives me the correct rect too: Also note that if we remove some word from the string, then also it starts giving correct rect. It seems like if the first line is too squished, then it reports wrong rects. Why is .justified text alignment giving me wrong rects? How can I fix it?
Topic: UI Frameworks SubTopic: UIKit
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0
104
May ’25
iOS app bottom and top layout not working
Hello. I have a projet due in a few days and there is smth wrong with my code. It has some kind of "border" on top and on the bottom, and it really interferes with my app. At first thought it was a simulator problem so tried on a physical iphone (13pr) and the border was still there. Already tried to use .ignoreSafeArea but still doesnt work. So I came here. Please help me, thanks! Attached below is the screenshot of the "border" This is my code for Contentview ContentView.swift Please help asap, as the project is due i a few days. Thanks!
Topic: UI Frameworks SubTopic: SwiftUI
2
0
118
Jun ’25
UIInputView not being deallocated
I am experiencing memory leaks in my iOS app that seem to be related to an issue between UIInputView and _UIInputViewContent. After using the memory graph, I'm seeing that instances of these objects aren't being deallocated properly. The UIInputViewController whichs holds the inputView is being deallocated properly along with its subviews.I have tried to remove all of UIInputViewController's subviews and their functions but the uiInputView is not being deallocated. The current setup of my app is a collectionView with multiple cells,each possessing a textfield with holds a UIInputViewController.When i scroll up or down,the views are being reused as expected and the number of UIInputViewController stays consistent with the number of textfields.However the number of inputView keeps increasing referencing solely _UIInputViewContent. class KeyboardViewController: UIInputViewController { // Callbacks var key1: ((String) -> Void)? var key2: (() -> Void)? var key3: (() -> Void)? var key4: (() -> Void)? private lazy var buttonTitles = [ ["1", "2", "3"], ["4", "5", "6"], ["7", "8", "9"] ] override func viewDidLoad() { super.viewDidLoad() setupKeyboard() } lazy var mainStackView: UIStackView = { let mainStackView = UIStackView() mainStackView.axis = .vertical mainStackView.distribution = .fillEqually mainStackView.spacing = 16 mainStackView.translatesAutoresizingMaskIntoConstraints = false return mainStackView }() private func setupKeyboard() { let keyboardView = UIView(frame:CGRect(x: 0, y: 0, width: UIScreen.main.bounds.width, height: 279.0)) keyboardView.addSubview(mainStackView) NSLayoutConstraint.activate([ mainStackView.topAnchor.constraint(equalTo: keyboardView.topAnchor, constant: 16), mainStackView.leadingAnchor.constraint(equalTo: keyboardView.leadingAnchor, constant: 0), mainStackView.trailingAnchor.constraint(equalTo: keyboardView.trailingAnchor, constant: -24), mainStackView.bottomAnchor.constraint(equalTo: keyboardView.bottomAnchor, constant: -35) ]) // Create rows for (_, _) in buttonTitles.enumerated() { let rowStackView = UIStackView() rowStackView.axis = .horizontal rowStackView.distribution = .fillEqually rowStackView.spacing = 1 // Create buttons for each row for title in rowTitles { let button = createButton(title: title) rowStackView.addArrangedSubview(button) } mainStackView.addArrangedSubview(rowStackView) } self.view = keyboardView } private func createButton(title: String) -> UIButton { switch title { ///returns a uibutton based on title } } // MARK: - Button Actions @objc private func numberTapped(_ sender: UIButton) { if let number = sender.title(for: .normal) { key1?(number) } } @objc private func key2Called() { key2?() } @objc private func key3Called() { key3?() } @objc private func key4Called() { key4?() } deinit { // Clear any strong references key1 = nil key2 = nil key3 = nil key4 = nil for subview in mainStackView.arrangedSubviews { if let stackView = subview as? UIStackView { for button in stackView.arrangedSubviews { (button as? UIButton)?.removeTarget(self, action: nil, for: .allEvents) } } } mainStackView.removeFromSuperview() } } Environment iOS 16.3 Xcode 18.3.1 Any insights would be greatly appreciated as this is causing noticeable memory growth in my app over time.
1
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93
Apr ’25
searchable isPresented set too late in a sheet
I have a popover/sheet in iOS which allows users to search and add items to a list. When the sheet is shown, the search should always be active. I am using searchable on a NavigationStack inside the sheet. I am using the isPresented parameter to activate search. My issue is with the animation of the search activation. Even if I use... isPresented: .constant(true) ...the search isn't activated until the sheet has completed it's entrance animation, resulting in two stages of animation. I can't add a video here, but the two images below show the steps I am seeing. First a slide up animation, with the search in the navigation drawer, then a second animation, once the sheet is fully in place, as the search becomes active. Is it possible to merge these two animations, so search is in place when the sheet animates up?
Topic: UI Frameworks SubTopic: SwiftUI
0
0
56
Apr ’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
0
0
74
May ’25
UIScrollView in UIViewControllerRepresentable - UI freezes when content touches bottom SafeArea
The SwiftUI ScrollView lacks some features I need and so I created a custom MyScrollView based on UIScrollView wrapped within a UIViewControllerRepresentable. While this works fine in general I know came across a very strange problem: When MyScrollView is used in a sheet and its content touches bottom SafeArea, the UI freezes as soon as the should be displayed. The code below shows the problem as well in preview as on the simulator and on devices. Please note that the code is tuned do the display size of an iPhone 16 Pro. When running on different devices one might need to adjust height of the Color.yellow. In the demo code the UI freezes if the Color.yellow has a height between 738 to 771 pixels. Every other height is fine. Is there something wrong with my implementation of MyScrollView? When using ScrollView instead, everything works fine. Code: struct ContentView: View { @State private var showSheet: Bool = false var body: some View { ZStack { Button("Show Sheet") { showSheet = true } } .sheet(isPresented: $showSheet) { VStack { Text("Some Header Content") MyScrollView { VStack { Color.yellow //.frame(height: 737) // works .frame(height: 738) // does NOT works // ... //.frame(height: 771) // does NOT works //.frame(height: 772) // works } } .ignoresSafeArea() } } } } struct MyScrollView<Content: View>: UIViewControllerRepresentable { let content: Content init(@ViewBuilder content: () -> Content) { self.content = content() } func makeUIViewController(context: Context) -> UIViewController { let scrollViewVC = UIViewController() scrollViewVC.view.backgroundColor = .clear let scrollView = UIScrollView() scrollView.backgroundColor = .clear let contentVC = UIHostingController(rootView: self.content) contentVC.view.backgroundColor = .clear context.coordinator.contentVC = contentVC context.coordinator.scrollView = scrollView scrollView.translatesAutoresizingMaskIntoConstraints = false scrollViewVC.view.addSubview(scrollView) NSLayoutConstraint.activate([ scrollView.topAnchor.constraint(equalTo: scrollViewVC.view.topAnchor), scrollView.bottomAnchor.constraint(equalTo: scrollViewVC.view.bottomAnchor), scrollView.leadingAnchor.constraint(equalTo: scrollViewVC.view.leadingAnchor), scrollView.trailingAnchor.constraint(equalTo: scrollViewVC.view.trailingAnchor) ]) contentVC.willMove(toParent: scrollViewVC) scrollViewVC.addChild(contentVC) contentVC.view.translatesAutoresizingMaskIntoConstraints = false scrollView.addSubview(contentVC.view) NSLayoutConstraint.activate([ contentVC.view.topAnchor.constraint(equalTo: scrollView.contentLayoutGuide.topAnchor), contentVC.view.bottomAnchor.constraint(equalTo: scrollView.contentLayoutGuide.bottomAnchor), contentVC.view.leadingAnchor.constraint(equalTo: scrollView.contentLayoutGuide.leadingAnchor), contentVC.view.trailingAnchor.constraint(equalTo: scrollView.contentLayoutGuide.trailingAnchor), contentVC.view.widthAnchor.constraint(equalTo: scrollView.frameLayoutGuide.widthAnchor) ]) contentVC.didMove(toParent: scrollViewVC) return scrollViewVC } func updateUIViewController(_ uiViewController: UIViewController, context: Context) { context.coordinator.contentVC?.rootView = content } func makeCoordinator() -> Coordinator { return Coordinator() } class Coordinator { var contentVC: UIHostingController<Content>? var scrollView: UIScrollView? init() { //... } } } #Preview { ContentView() }
Topic: UI Frameworks SubTopic: SwiftUI
2
0
118
Apr ’25
Scene.windowIdealSize(.fitToContent) seems not working
Hi everyone, Something didn't work in my environment so I wrote some demo code: import SwiftUI @main struct DemoApp: App { var body: some Scene { WindowGroup { Color.accentColor.opacity(1/4) .frame(idealWidth: 800, idealHeight: 800) } .windowIdealSize(.fitToContent) } } I expected a 800*800 window (then +28pt top) using .windowIdealSize(.fitToContent). Otherwise I can't control these views that use up available space such as Color, Spacer, GeometryReader, etc. Was I missing something? Or this is a problem or intended framework design? Environments: macOS 15.4.1 (24E263) and 15.5 beta 4 (24F5068b) Xcode 16.3 (16E140)
2
0
146
May ’25
In navigationLink closure, FocusState doesn't work in sheet
Hello, I have a question about FocusState, navigationLink and sheet, the code which in navigationLink closure doesn’t work, but work without navigationLink, just like the following code struct ContentView: View { var body: some View { NavigationStack { // this work interView() // this doesn't work NavigationLink { interView() } label: { Text("into interView") } } } } struct interView: View { @FocusState var focusStateA : Int? @State var show : Bool = false @State var text: String = "" var body: some View { ScrollView { VStack { coreView Button("Detail") { show.toggle() } } .sheet(isPresented: $show, content: { coreView }) } } } extension interView { var coreView : some View { VStack { VStack { putdown TextField("hi", text: $text) .focused($focusStateA , equals: 1) } } } var putdown : some View { Button(action: { if focusStateA != nil { focusStateA = nil print("OK") } else { print("It's nil") } }, label: { Text("Put down the keyboard") }) } } and there are some strange phenomena, I must put all view into a scrollview, otherwise, it even doesn’t work without navigationLink This problem has existed in IOS 18, and now in IOS26 still doesn’t be settled, is it a problem or some character?
Topic: UI Frameworks SubTopic: SwiftUI
0
0
63
Jun ’25
A Summary of the WWDC25 Group Lab - UI Frameworks
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for UI Frameworks. How would you recommend developers start adopting the new design? Start by focusing on the foundational structural elements of your application, working from the "top down" or "bottom up" based on your application's hierarchy. These structural changes, like edge-to-edge content and updated navigation and controls, often require corresponding code modifications. As a first step, recompile your application with the new SDK to see what updates are automatically applied, especially if you've been using standard controls. Then, carefully analyze where the new design elements can be applied to your UI, paying particular attention to custom controls or UI that could benefit from a refresh. Address the large structural items first then focus on smaller details is recommended. Will we need to migrate our UI code to Swift and SwiftUI to adopt the new design? No, you will not need to migrate your UI code to Swift and SwiftUI to adopt the new design. The UI frameworks fully support the new design, allowing you to migrate your app with as little effort as possible, especially if you've been using standard controls. The goal is to make it easy to adopt the new design, regardless of your current UI framework, to achieve a cohesive look across the operating system. What was the reason for choosing Liquid Glass over frosted glass, as used in visionOS? The choice of Liquid Glass was driven by the desire to bring content to life. The see-through nature of Liquid Glass enhances this effect. The appearance of Liquid Glass adapts based on its size; larger glass elements look more frosted, which aligns with the design of visionOS, where everything feels larger and benefits from the frosted look. What are best practices for apps that use customized navigation bars? The new design emphasizes behavior and transitions as much as static appearance. Consider whether you truly need a custom navigation bar, or if the system-provided controls can meet your needs. Explore new APIs for subtitles and custom views in navigation bars, designed to support common use cases. If you still require a custom solution, ensure you're respecting safe areas using APIs like SwiftUI's safeAreaInset. When working with Liquid Glass, group related buttons in shared containers to maintain design consistency. Finally, mark glass containers as interactive. For branding, instead of coloring the navigation bar directly, consider incorporating branding colors into the content area behind the Liquid Glass controls. This creates a dynamic effect where the color is visible through the glass and moves with the content as the user scrolls. I want to know why new UI Framework APIs aren’t backward compatible, specifically in SwiftUI? It leads to code with lots of if-else statements. Existing APIs have been updated to work with the new design where possible, ensuring that apps using those APIs will adopt the new design and function on both older and newer operating systems. However, new APIs often depend on deep integration across the framework and graphics stack, making backward compatibility impractical. When using these new APIs, it's important to consider how they fit within the context of the latest OS. The use of if-else statements allows you to maintain compatibility with older systems while taking full advantage of the new APIs and design features on newer systems. If you are using new APIs, it likely means you are implementing something very specific to the new design language. Using conditional code allows you to intentionally create different code paths for the new design versus older operating systems. Prefer to use if #available where appropriate to intentionally adopt new design elements. Are there any Liquid Glass materials in iOS or macOS that are only available as part of dedicated components? Or are all those materials available through new UIKit and AppKit views? Yes, some variations of the Liquid Glass material are exclusively available through dedicated components like sliders, segmented controls, and tab bars. However, the "regular" and "clear" glass materials should satisfy most application requirements. If you encounter situations where these options are insufficient, please file feedback. If I were to create an app today, how should I design it to make it future proof using Liquid Glass? The best approach to future-proof your app is to utilize standard system controls and design your UI to align with the standard system look and feel. Using the framework-provided declarative API generally leads to easier adoption of future design changes, as you're expressing intent rather than specifying pixel-perfect visuals. Pay close attention to the design sessions offered this year, which cover the design motivation behind the Liquid Glass material and best practices for its use. Is it possible to implement your own sidebar on macOS without NSSplitViewController, but still provide the Liquid Glass appearance? While technically possible to create a custom sidebar that approximates the Liquid Glass appearance without using NSSplitViewController, it is not recommended. The system implementation of the sidebar involves significant unseen complexity, including interlayering with scroll edge effects and fullscreen behaviors. NSSplitViewController provides the necessary level of abstraction for the framework to handle these details correctly. Regarding the SceneDelagate and scene based life-cycle, I would like to confirm that AppDelegate is not going away. Also if the above is a correct understanding, is there any advice as to what should, and should not, be moved to the SceneDelegate? UIApplicationDelegate is not going away and still serves a purpose for application-level interactions with the system and managing scenes at a higher level. Move code related to your app's scene or UI into the UISceneDelegate. Remember that adopting scenes doesn't necessarily mean supporting multiple scenes; an app can be scene-based but still support only one scene. Refer to the tech note Migrating to the UIKit scene-based life cycle and the Make your UIKit app more flexible WWDC25 session for more information.
Topic: UI Frameworks SubTopic: General
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904
Activity
Jun ’25
Live Activity animate without updating data
Is it actually possible to display animation (even a simple one) on Live Activity? But on these cases: The main app is terminated - of course, I know I can use the main app to keep updating the Live Activity to make simple animations work, but in this case, the main app is killed. Live Activity data is not updating - I also understand that the Live Activity can perform animations when its data is being update via push notification or other means, but the current case is the data is not being updated. I’ve tried several ways to achieve this, but nothing seems to work. Just when I was about to give up, I found this video from Apple’s official channel: https://www.youtube.com/watch?v=m6WMwSj_EbA At 4:14 in this video, you can see the text "Locating Driver" with the breathing animation. Could someone please help me understand how to implement that kind of animation in a Live Activity when: The main app is not running, and The Live Activity data is not updating?
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150
Activity
Apr ’25
Is it reasonable to vend an NSView from a "ViewModel" when using NSViewRepresentable instead of implementing the Coordinator pattern?
I'm currently integrating SwiftUI into an AppKit based application and was curious if the design pattern below was viable or not. In order to "bridge" between AppKit and SwiftUI, most of my SwiftUI "root" views have aViewModel that is accessible to the SwiftUI view via @ObservedObject. When a SwiftUI views need to use NSViewRepresentable I'm finding the use of a ViewModel and a Coordinator to be an unnecessary layer of indirection. In cases where it makes sense, I've just used the ViewModel as the Coordinator and it all appears to be working ok, but I'm curious if this is reasonable design pattern or if I'm overlooking something. Consider the following pseudo code: // 1. A normal @ObservedObject acting as the ViewModel that also owns and manages an NSTableView. @MainActor final class ViewModel: ObservedObject, NSTableView... { let scrollView: NSScrollView let tableView: NSTableView @Published var selectedTitle: String init() { // ViewModel manages tableView as its dataSource and delegate. tableView.dataSource = self tableView.delegate = self } func reload() { tableView.reloadData() } // Update view model properties. // Simpler than passing back up through a Coordinator. func tableViewSelectionDidChange(_ notification: Notification) { selectedTitle = tableView.selectedItem.title } } // 2. A normal SwiftUI view, mostly driven by the ViewModel. struct ContentView: View { @ObservedObject model: ViewModel var body: some View { Text(model.selectedTitle) // No need to pass anything down other than the view model. MyTableView(model: model) Button("Reload") { model.reload() } Button("Delete") { model.deleteRow(...) } } } // 3. A barebones NSViewRepresentable that just vends the required NSView. No other state is required as the ViewModel handles all interactions with the view. struct MyTableView: NSViewRepresentable { // Can this even be an NSView? let model: ViewModel func makeNSView(context: Context) -> some NSView { return model.scrollView } func updateNSView(_ nsView: NSViewType, context: Context) { // Not needed, all updates are driven through the ViewModel. } } From what I can tell, the above is working as expected, but I'm curious if there are some situations where this could "break", particularly around the lifecycle of NSViewRepresentable Would love to know if overall pattern is "ok" from a SwiftUI perspective.
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72
Activity
Apr ’25
Custom slider png on gui
Im student, hobbyst on developing. i have a problem inserting a custom slidee PNG to control volume of an áudio file in an app. The slidee built in Swift, runs ok. When i try to use a custom png it show in the Gui but when move its button right it disappear beyond the maximum but when i move ir left the minimamente is at middle of the slider scale
Topic: UI Frameworks SubTopic: SwiftUI
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53
Activity
Apr ’25
CarPlay selection highlightning
It looks like I'm one of the rare developers dealing with CarPlay... I develop a CarPlay extension for my apps. A few things: especially when using the CarPlay I/O window in iOS Simulator, I get random selection highlightning for list items: I have three list templates in a tab template; once I reselect a list using the tab which has been selected before, the initial list item highlights / returns to normal every refresh of the list content; while this doesn't happen for my real world Sony CarPlay device, I'd rather not see such disturbing highlighting for my users. I do not update the template structs or items here, it is just content like text of detailText I update. Question: how to remove highlightning programmatically - especially for devices with touch screen? I have one user who reports auto-selection of UI elements while driving; I assume this is some problem with his touch screen, but it may be a general issue too. Question: anyone with similar observations connecting my iPhone to the stand-alone Car Play simulator doesn't work; I had it working before, so it might be related to a recent iOS beta... Any hints / observations are welcome. The CarPlay community really seems to be small and I'd like to hear other's experience on the named items.
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95
Activity
May ’25
When presenting CPNavigationAlert the navigation bar will appear
In my CarPlay app, I am hiding the navigation bar by using the following: self.mapTemplate?.automaticallyHidesNavigationBar = true self.mapTemplate?.hidesButtonsWithNavigationBar = false I don't want the navigation bar to show unless a user interacts with the map by tapping it. Strangely, when I present a CPNavigationAlert the navigation bar will often appear and then disappear after the alert is dismissed. Is there a setting or reason that the navigation bar would be appearing when presenting this alert? I would like to keep the nav bar hidden during this time.
Topic: UI Frameworks SubTopic: UIKit Tags:
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147
Activity
May ’25
How to hide the tab bar in SwiftUI's TabView for macOS?
In SwiftUI for macOS, how can I hide the tab bar when using TabView? I would like to provide my own tab bar implementation. In AppKit's NSTabViewController, we can do the following: let tabViewController = NSTabViewController() tabViewController.tabStyle = .unspecified I've come across various posts that suggest using the .toolbar modifier, but none appear to work on macOS (or at least I haven't found the right implementation). struct ContentView: View { var body: some View { TabView { // ... content } <- which view modifier hides the tab bar? } } Latest macOS, Latest Xcode
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250
Activity
May ’25
iOS UILabel textAlignment .justified results in wrong rect by layoutManager.boundingRect
I have a UILabel subclass showing NSAttributedString in which I need to draw a rounded rectangle background color around links: import UIKit class MyLabel: UILabel { private var linkRects = [[CGRect]]() private let layoutManager = NSLayoutManager() private let textContainer = NSTextContainer(size: .zero) private let textStorage = NSTextStorage() override func draw(_ rect: CGRect) { let path = UIBezierPath() linkRects.forEach { rects in rects.forEach { linkPieceRect in path.append(UIBezierPath(roundedRect: linkPieceRect, cornerRadius: 2)) } } UIColor.systemGreen.withAlphaComponent(0.4).setFill() path.fill() super.draw(rect) } override init(frame: CGRect) { super.init(frame: frame) setup() } required init?(coder: NSCoder) { super.init(coder: coder) setup() } private func setup() { numberOfLines = 0 adjustsFontForContentSizeCategory = true isUserInteractionEnabled = true lineBreakMode = .byWordWrapping contentMode = .redraw clearsContextBeforeDrawing = true isMultipleTouchEnabled = false backgroundColor = .red.withAlphaComponent(0.1) textContainer.lineFragmentPadding = 0 textContainer.maximumNumberOfLines = numberOfLines textContainer.lineBreakMode = lineBreakMode textContainer.layoutManager = layoutManager layoutManager.textStorage = textStorage layoutManager.addTextContainer(textContainer) textStorage.addLayoutManager(layoutManager) } override func layoutSubviews() { super.layoutSubviews() calculateRects() } private func calculateRects(){ linkRects.removeAll() guard let attributedString = attributedText else { return } textStorage.setAttributedString(attributedString) let labelSize = frame.size textContainer.size = labelSize layoutManager.ensureLayout(for: textContainer) let textBoundingBox = layoutManager.usedRect(for: textContainer) print("labelSize: \(labelSize)") print("textBoundingBox: \(textBoundingBox)") var wholeLineRanges = [NSRange]() layoutManager.enumerateLineFragments(forGlyphRange: NSRange(0 ..< layoutManager.numberOfGlyphs)) { _, rect, _, range, _ in wholeLineRanges.append(range) print("Whole line: \(rect), \(range)") } attributedString.enumerateAttribute(.link, in: NSRange(location: 0, length: attributedString.length)) { value, clickableRange, _ in if value != nil { var rectsForCurrentLink = [CGRect]() wholeLineRanges.forEach { wholeLineRange in if let linkPartIntersection = wholeLineRange.intersection(clickableRange) { var rectForLinkPart = layoutManager.boundingRect(forGlyphRange: linkPartIntersection, in: textContainer) rectForLinkPart.origin.y = rectForLinkPart.origin.y + (textContainer.size.height - textBoundingBox.height) / 2 // Adjust for vertical alignment rectsForCurrentLink.append(rectForLinkPart) print("Link rect: \(rectForLinkPart), \(linkPartIntersection)") } } if !rectsForCurrentLink.isEmpty { linkRects.append(rectsForCurrentLink) } } } print("linkRects: \(linkRects)") setNeedsDisplay() } } And I use this as such: let label = MyLabel() label.setContentHuggingPriority(.required, for: .vertical) label.setContentHuggingPriority(.required, for: .horizontal) view.addSubview(label) label.snp.makeConstraints { make in make.width.lessThanOrEqualTo(view.safeAreaLayoutGuide.snp.width).priority(.required) make.horizontalEdges.greaterThanOrEqualTo(view.safeAreaLayoutGuide).priority(.required) make.center.equalTo(view.safeAreaLayoutGuide).priority(.required) } let paragraphStyle = NSMutableParagraphStyle() paragraphStyle.alignment = .justified let s = NSMutableAttributedString(string: "Lorem Ipsum: ", attributes: [.font: UIFont.systemFont(ofSize: 17, weight: .regular), .paragraphStyle: paragraphStyle]) s.append(NSAttributedString(string: "This property controls the maximum number of lines to use in order to fit the label's text into its bounding rectangle.", attributes: [.link: URL(string: "https://news.ycombinator.com/") as Any, .foregroundColor: UIColor.link, .font: UIFont.systemFont(ofSize: 14, weight: .regular), .paragraphStyle: paragraphStyle])) label.attributedText = s Notice the paragraphStyle.alignment = .justified This results in: As you can see, the green rect background is starting a bit further to the right and also ending much further to the right. If I set the alignment to be .left or .center, then it gives me the correct rects: Also note that if I keep .justified but change the font size for the "Lorem Ipsom:" part to be a bit different, lets say 16 instead of 17, then it gives me the correct rect too: Also note that if we remove some word from the string, then also it starts giving correct rect. It seems like if the first line is too squished, then it reports wrong rects. Why is .justified text alignment giving me wrong rects? How can I fix it?
Topic: UI Frameworks SubTopic: UIKit
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104
Activity
May ’25
iOS app bottom and top layout not working
Hello. I have a projet due in a few days and there is smth wrong with my code. It has some kind of "border" on top and on the bottom, and it really interferes with my app. At first thought it was a simulator problem so tried on a physical iphone (13pr) and the border was still there. Already tried to use .ignoreSafeArea but still doesnt work. So I came here. Please help me, thanks! Attached below is the screenshot of the "border" This is my code for Contentview ContentView.swift Please help asap, as the project is due i a few days. Thanks!
Topic: UI Frameworks SubTopic: SwiftUI
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118
Activity
Jun ’25
UIInputView not being deallocated
I am experiencing memory leaks in my iOS app that seem to be related to an issue between UIInputView and _UIInputViewContent. After using the memory graph, I'm seeing that instances of these objects aren't being deallocated properly. The UIInputViewController whichs holds the inputView is being deallocated properly along with its subviews.I have tried to remove all of UIInputViewController's subviews and their functions but the uiInputView is not being deallocated. The current setup of my app is a collectionView with multiple cells,each possessing a textfield with holds a UIInputViewController.When i scroll up or down,the views are being reused as expected and the number of UIInputViewController stays consistent with the number of textfields.However the number of inputView keeps increasing referencing solely _UIInputViewContent. class KeyboardViewController: UIInputViewController { // Callbacks var key1: ((String) -> Void)? var key2: (() -> Void)? var key3: (() -> Void)? var key4: (() -> Void)? private lazy var buttonTitles = [ ["1", "2", "3"], ["4", "5", "6"], ["7", "8", "9"] ] override func viewDidLoad() { super.viewDidLoad() setupKeyboard() } lazy var mainStackView: UIStackView = { let mainStackView = UIStackView() mainStackView.axis = .vertical mainStackView.distribution = .fillEqually mainStackView.spacing = 16 mainStackView.translatesAutoresizingMaskIntoConstraints = false return mainStackView }() private func setupKeyboard() { let keyboardView = UIView(frame:CGRect(x: 0, y: 0, width: UIScreen.main.bounds.width, height: 279.0)) keyboardView.addSubview(mainStackView) NSLayoutConstraint.activate([ mainStackView.topAnchor.constraint(equalTo: keyboardView.topAnchor, constant: 16), mainStackView.leadingAnchor.constraint(equalTo: keyboardView.leadingAnchor, constant: 0), mainStackView.trailingAnchor.constraint(equalTo: keyboardView.trailingAnchor, constant: -24), mainStackView.bottomAnchor.constraint(equalTo: keyboardView.bottomAnchor, constant: -35) ]) // Create rows for (_, _) in buttonTitles.enumerated() { let rowStackView = UIStackView() rowStackView.axis = .horizontal rowStackView.distribution = .fillEqually rowStackView.spacing = 1 // Create buttons for each row for title in rowTitles { let button = createButton(title: title) rowStackView.addArrangedSubview(button) } mainStackView.addArrangedSubview(rowStackView) } self.view = keyboardView } private func createButton(title: String) -> UIButton { switch title { ///returns a uibutton based on title } } // MARK: - Button Actions @objc private func numberTapped(_ sender: UIButton) { if let number = sender.title(for: .normal) { key1?(number) } } @objc private func key2Called() { key2?() } @objc private func key3Called() { key3?() } @objc private func key4Called() { key4?() } deinit { // Clear any strong references key1 = nil key2 = nil key3 = nil key4 = nil for subview in mainStackView.arrangedSubviews { if let stackView = subview as? UIStackView { for button in stackView.arrangedSubviews { (button as? UIButton)?.removeTarget(self, action: nil, for: .allEvents) } } } mainStackView.removeFromSuperview() } } Environment iOS 16.3 Xcode 18.3.1 Any insights would be greatly appreciated as this is causing noticeable memory growth in my app over time.
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93
Activity
Apr ’25
searchable isPresented set too late in a sheet
I have a popover/sheet in iOS which allows users to search and add items to a list. When the sheet is shown, the search should always be active. I am using searchable on a NavigationStack inside the sheet. I am using the isPresented parameter to activate search. My issue is with the animation of the search activation. Even if I use... isPresented: .constant(true) ...the search isn't activated until the sheet has completed it's entrance animation, resulting in two stages of animation. I can't add a video here, but the two images below show the steps I am seeing. First a slide up animation, with the search in the navigation drawer, then a second animation, once the sheet is fully in place, as the search becomes active. Is it possible to merge these two animations, so search is in place when the sheet animates up?
Topic: UI Frameworks SubTopic: SwiftUI
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56
Activity
Apr ’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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74
Activity
May ’25
How can a CommandGroup access the .modelContext environment?
I'm trying to use @Query in a wrapper view around a Button to keep a macOS menu command up to date but I keep getting Set a .modelContext in view's environment to use Query even though @Environment(\.modelContext) private var modelContext is part of the views.
Topic: UI Frameworks SubTopic: SwiftUI
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63
Activity
Apr ’25
UIScrollView in UIViewControllerRepresentable - UI freezes when content touches bottom SafeArea
The SwiftUI ScrollView lacks some features I need and so I created a custom MyScrollView based on UIScrollView wrapped within a UIViewControllerRepresentable. While this works fine in general I know came across a very strange problem: When MyScrollView is used in a sheet and its content touches bottom SafeArea, the UI freezes as soon as the should be displayed. The code below shows the problem as well in preview as on the simulator and on devices. Please note that the code is tuned do the display size of an iPhone 16 Pro. When running on different devices one might need to adjust height of the Color.yellow. In the demo code the UI freezes if the Color.yellow has a height between 738 to 771 pixels. Every other height is fine. Is there something wrong with my implementation of MyScrollView? When using ScrollView instead, everything works fine. Code: struct ContentView: View { @State private var showSheet: Bool = false var body: some View { ZStack { Button("Show Sheet") { showSheet = true } } .sheet(isPresented: $showSheet) { VStack { Text("Some Header Content") MyScrollView { VStack { Color.yellow //.frame(height: 737) // works .frame(height: 738) // does NOT works // ... //.frame(height: 771) // does NOT works //.frame(height: 772) // works } } .ignoresSafeArea() } } } } struct MyScrollView<Content: View>: UIViewControllerRepresentable { let content: Content init(@ViewBuilder content: () -> Content) { self.content = content() } func makeUIViewController(context: Context) -> UIViewController { let scrollViewVC = UIViewController() scrollViewVC.view.backgroundColor = .clear let scrollView = UIScrollView() scrollView.backgroundColor = .clear let contentVC = UIHostingController(rootView: self.content) contentVC.view.backgroundColor = .clear context.coordinator.contentVC = contentVC context.coordinator.scrollView = scrollView scrollView.translatesAutoresizingMaskIntoConstraints = false scrollViewVC.view.addSubview(scrollView) NSLayoutConstraint.activate([ scrollView.topAnchor.constraint(equalTo: scrollViewVC.view.topAnchor), scrollView.bottomAnchor.constraint(equalTo: scrollViewVC.view.bottomAnchor), scrollView.leadingAnchor.constraint(equalTo: scrollViewVC.view.leadingAnchor), scrollView.trailingAnchor.constraint(equalTo: scrollViewVC.view.trailingAnchor) ]) contentVC.willMove(toParent: scrollViewVC) scrollViewVC.addChild(contentVC) contentVC.view.translatesAutoresizingMaskIntoConstraints = false scrollView.addSubview(contentVC.view) NSLayoutConstraint.activate([ contentVC.view.topAnchor.constraint(equalTo: scrollView.contentLayoutGuide.topAnchor), contentVC.view.bottomAnchor.constraint(equalTo: scrollView.contentLayoutGuide.bottomAnchor), contentVC.view.leadingAnchor.constraint(equalTo: scrollView.contentLayoutGuide.leadingAnchor), contentVC.view.trailingAnchor.constraint(equalTo: scrollView.contentLayoutGuide.trailingAnchor), contentVC.view.widthAnchor.constraint(equalTo: scrollView.frameLayoutGuide.widthAnchor) ]) contentVC.didMove(toParent: scrollViewVC) return scrollViewVC } func updateUIViewController(_ uiViewController: UIViewController, context: Context) { context.coordinator.contentVC?.rootView = content } func makeCoordinator() -> Coordinator { return Coordinator() } class Coordinator { var contentVC: UIHostingController<Content>? var scrollView: UIScrollView? init() { //... } } } #Preview { ContentView() }
Topic: UI Frameworks SubTopic: SwiftUI
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118
Activity
Apr ’25
Scene.windowIdealSize(.fitToContent) seems not working
Hi everyone, Something didn't work in my environment so I wrote some demo code: import SwiftUI @main struct DemoApp: App { var body: some Scene { WindowGroup { Color.accentColor.opacity(1/4) .frame(idealWidth: 800, idealHeight: 800) } .windowIdealSize(.fitToContent) } } I expected a 800*800 window (then +28pt top) using .windowIdealSize(.fitToContent). Otherwise I can't control these views that use up available space such as Color, Spacer, GeometryReader, etc. Was I missing something? Or this is a problem or intended framework design? Environments: macOS 15.4.1 (24E263) and 15.5 beta 4 (24F5068b) Xcode 16.3 (16E140)
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146
Activity
May ’25
LPLinkView override context menu / LongPress
SwiftUI, using LPLinkView through UIViewRepresentable. Default behavior is a long press brings up a context menu and a popover to preview content. I want to replace that default long press behavior with my own custom screen. Adding a UILongPressGestureRecognizer didn't work. Thanks!
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117
Activity
May ’25
How to animate tab transitions in SwiftUI's TabView for macOS?
In SwiftUI for macOS, how can I animate the transition from one Tab to another Tab within TabView when the selection changes? In AppKit, we can do the following: let tabViewController = NSTabViewController() tabViewController.transitionOptions = [.crossfade, .allowUserInteraction] How can I achieve the same crossfade effect when using TabView?
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106
Activity
May ’25
In navigationLink closure, FocusState doesn't work in sheet
Hello, I have a question about FocusState, navigationLink and sheet, the code which in navigationLink closure doesn’t work, but work without navigationLink, just like the following code struct ContentView: View { var body: some View { NavigationStack { // this work interView() // this doesn't work NavigationLink { interView() } label: { Text("into interView") } } } } struct interView: View { @FocusState var focusStateA : Int? @State var show : Bool = false @State var text: String = "" var body: some View { ScrollView { VStack { coreView Button("Detail") { show.toggle() } } .sheet(isPresented: $show, content: { coreView }) } } } extension interView { var coreView : some View { VStack { VStack { putdown TextField("hi", text: $text) .focused($focusStateA , equals: 1) } } } var putdown : some View { Button(action: { if focusStateA != nil { focusStateA = nil print("OK") } else { print("It's nil") } }, label: { Text("Put down the keyboard") }) } } and there are some strange phenomena, I must put all view into a scrollview, otherwise, it even doesn’t work without navigationLink This problem has existed in IOS 18, and now in IOS26 still doesn’t be settled, is it a problem or some character?
Topic: UI Frameworks SubTopic: SwiftUI
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63
Activity
Jun ’25
Can Custom scheme URL launch cached App Clip?
I am trying to add custom scheme (CFBundleURLSchemes) to my App Clip. I launch the app clip via TestFlight to cache it to the device then i try to access the custom scheme URL to launch App Clip but nothing happened. May I know if it is something I did wrongly or just App Clip does not support Custom Scheme?
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165
Activity
May ’25
Advanced App Clip experience URL Status
Hello Team, We have Advanced App Clip Experiences live but we have add App Clip experience URL since long ago but status remains as Received and never changed to Published, can you please help us to fix this issue. Please see attached. Thanks
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1.6k
Activity
Jun ’25
applicationWillEnterForeground not getting called
Something func applicationWillEnterForeground is not getting called for specific iOS 18.3.2
Topic: UI Frameworks SubTopic: UIKit
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54
Activity
May ’25