When using UISearchController, scope buttons never appear. On iPadOS 18 this works fine. This is a showstopper bug for me and my app. Is there anything I can do about it?
Sample project is attached to feedback FB19587622.
Selecting any option will automatically load the page
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When a UISearchController is placed inside a search tab, the scope buttons disappear when dismissing the search bar once. They never return. When using in any regular view controller container, like even another default tab, everything works fine. Is there something I can do to prevent this?
Video: https://mastodon.social/@nicoreese/115017696077771370
FB19587916
let homeTab = UITab(
title: "Home",
image: UIImage(systemName: "house"),
identifier: "Home"
) { _ in
UINavigationController(rootViewController: ViewController())
}
let searchTab = UISearchTab { _ in
UINavigationController(rootViewController: SearchViewController())
}
let tabBarController = UITabBarController(tabs: [
homeTab, searchTab
])
tabBarController.mode = .tabSidebar
class SearchViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = .systemBackground
self.title = "Home"
let searchController = UISearchController(searchResultsController: nil)
searchController.searchBar.scopeButtonTitles = [
"Scope 1", "Scope 2"
]
searchController.searchBar.showsScopeBar = true
self.navigationItem.searchController = searchController
}
}
I would like my users to be able to switch to the search tab (in the sidebar) on iPad and immediately start typing. This is not possible. Calling becomeFirstResponder in viewDidLoad and viewWillAppear does not work. Only in viewDidAppear it does, but that comes with a significant delay between switching to the tab and the search field becoming active. Is there something else I can do?
FB19588765
let homeTab = UITab(
title: "Home",
image: UIImage(systemName: "house"),
identifier: "Home"
) { _ in
UINavigationController(rootViewController: ViewController())
}
let searchTab = UISearchTab { _ in
UINavigationController(rootViewController: SearchViewController())
}
let tabBarController = UITabBarController(tabs: [
homeTab, searchTab
])
tabBarController.mode = .tabSidebar
class SearchViewController: UIViewController {
let searchController = UISearchController(searchResultsController: nil)
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = .systemBackground
self.title = "Search"
self.navigationItem.searchController = searchController
self.navigationItem.preferredSearchBarPlacement = .integratedCentered
searchController.becomeFirstResponder() // Does not work.
searchController.searchBar.becomeFirstResponder() // Does not work.
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
searchController.searchBar.becomeFirstResponder() // Does not work.
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
searchController.searchBar.becomeFirstResponder() // Works. But comes with a significant delay.
}
}
I want to display a grid of items in my widget similar to the systemLarge Shortcuts app widget. I use clipShape(.containerRelative) to get the widget corner radius, but items that do not touch a corner in any way do not get this treatment. This is even worse with the extra large widget. How can I apply the corner radius of the widget minus the padding across all items? It does not seem like the radius is exposed outside of that special shape.
Was it always so tricky to ignore the bottom safe area? Seems like iOS 26 makes this much harder.
I've tried many variations of ignoresSafeArea, safeAreaInset, safeAreaBar, etc. Nothing seems to work. As soon as I add padding, the bottom safe area crashes the party.
This is what I want to achieve:
This is what I get right now:
struct ContentView: View {
var body: some View {
List {
Text("Content")
}
.overlay(alignment: .bottom) {
content
}
}
var content: some View {
VStack {
Text("Custom Container")
}
.frame(maxWidth: .infinity)
.frame(height: 400)
.background(Color.gray, in: .rect(corners: .concentric, isUniform: true))
.padding(15)
}
}
It appears from my testing that the following is true:
If you close all windows of an app, the app terminates entirely. Minimizing the last window sends it into multitasking. This is different from previous behavior and might have implications on your app's logic.
If you close the last window and quickly tap the app icon again, that same window will come back. Waiting a second before tapping the app icon will bring up the main window (likely because by that point the app was terminated and relaunched).
Is this expected behavior? I did not see any announcement of this.
I find this a bit counterintuitive and would presume that closing the last window would just send the app to multitasking, just like previously. Quitting the app should be reserved by swiping up on it in the multitasking UI or with a new context menu command.
I'm using multiple scenes in my iPad app.
When I open a new scene from my main window, that new window is always the same size as the previous window.
When I make the main window very small and then create a new scene, that new window is also tiny. When I make the main window very big, you guessed it.
UIWindowScene.sizeRestrictions does not seem to help here. How can I give new windows a default size (it's okay if they're resizable after presenting)? This is such a weird behavior.
Video of the problem in action: https://mastodon.social/@nicoreese/115033539035249909
I'm using a standard UITabBarController on iPad. When first selecting any tab, the corresponding menu bar items are grayed out for this view controller. It's only when I tap any button in that view controller, like in the toolbar, that the view controller truly becomes the first responder (you can see the sidebar selection turns to gray from blue), enabling those menu bar items.
Am I doing something wrong here?
A video of the issue can be found here: https://mastodon.social/@nicoreese/114949924393554961
AppDelegate:
...
builder.insertChild(MenuController.viewModeMenu(), atStartOfMenu: .view)
class func viewModeMenu() -> UIMenu {
let listViewModeCommand = UICommand(
title: String(localized: "As List"),
image: UIImage(systemName: "list.bullet"),
action: #selector(GamesViewController.setListViewMode),
propertyList: SettingsService.ViewMode.list.rawValue
)
...
let viewModeMenu = UIMenu(
title: "",
image: nil,
identifier: .viewModeMenu,
options: .displayInline,
children: [listViewModeCommand...]
)
return viewModeMenu
}
GamesViewController:
@objc
func setListViewMode() {
updateViewMode(.list)
}
I can do this, but then the sidebar selection instantly turns gray, which looks odd and other system apps do not behave this way.
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
becomeFirstResponder()
}
override var canBecomeFirstResponder: Bool {
return true
}
@MainActor
class KeyboardObserver {
var token: NotificationCenter.ObservationToken!
func registerObserver(screen: UIScreen) {
let center = NotificationCenter.default
token = center.addObserver(of: screen, for: .keyboardWillShow) { keyboardState in
print("+++ Keyboard showed up!")
}
}
}
The notification is never called.
The sample code from the sessions also does not work for me.
let keyboardObserver = NotificationCenter.default.addObserver(
of: UIScreen.self
for: .keyboardWillShow
) { message in
UIView.animate(
withDuration: message.animationDuration, delay: 0, options: .flushUpdates
) {
// Use message.endFrame to animate the layout of views with the keyboard
let keyboardOverlap = view.bounds.maxY - message.endFrame.minY
bottomConstraint.constant = keyboardOverlap
}
}
@MainActor
class KeyboardObserver {
func registerObserver(screen: UIScreen) {
let center = NotificationCenter.default
let token = center.addObserver(
of: screen,
for: .keyboardWillShow
) { keyboardState in
let startFrame = keyboardState.startFrame
let endFrame = keyboardState.endFrame
self.keyboardWillShow(startFrame: startFrame, endFrame: endFrame)
}
}
func keyboardWillShow(startFrame: CGRect, endFrame: CGRect) {}
}
In a UIKit-based project, I am attempting to integrate SwiftUI components. However, I encounter a persistent issue that hinders this integration.
This problem arises when pushing a SwiftUI view using UIHostingController and subsequently attempting to push a UIKit view controller using UIViewControllerRepresentable. Not only are the navigation items and title from the view controller disregarded, but more concerningly, my tab bar item title is set to nil. This renders it impossible for me to utilize SwiftUI within my application when I wish to present older UIKit view controllers from there.
This feedback has all the details and a sample project.
FB18956999
As of right now Icon Composer does not support creating app icons for visionOS and tvOS. It appears that only system apps can provide glass icons for those platforms. How should developers handle this? In extreme cases, the flat icon on those platforms will look wildly different from their glass counterparts.
From what I have seen visionOS and tvOS also do not apply any automatic treatment like on iOS where legacy icons get a glass effect.
So, third party app icons are just going to look out of place for (hopefully just) a year on those platforms? What is the recommended approach here? You could obviously fake the effect, but I feel like that would be worse.
At WWDC the scroll edge effect was presented as a variable blur combined with a soft gradient.
Since beta 4 the bottom scroll edge effect has no blur, the top bar sometimes has, but sometimes does not. Even in my own app I have two views with totally different results. This was not changed back in beta 5, so I assume this is not a bug but an intended change.
It's hard to design for such a moving target. Especially the missing bottom blur looks bad in a lot of places in my app and I'm debating not shipping the new design if this does not get resolved.
Is there any guidance how this effect is supposed to look now? At this point it just seems random and there's no way adjust the way it looks.
Phone: Top blur, bottom no blur
Settings: Top blur, bottom no blur
Notes: No blur at all
Music: No blur at all
My own app: No top blur
My own app: Top blur
This app icon features multiple layers with the blend mode set to Screen. iOS fails to render these despite looking perfectly fine in Icon Composer.
This is unacceptable. How can a designer build an icon if they can't rely on it being displayed like the preview on a device?
Filed as FB20052048 with the .icon file attached.
I want the gray view to have concentric corners with the device border. That works. Then I want the blue rectangle to have concentric corners with the gray view. That does not work. Instead the blue rectangle is also concentric with the device border. Once I add other content like a Text element, the corner radius breaks.
How can I make this work? .containerShape does not take a ConcentricContainerShape.
struct ContentView: View {
var body: some View {
List {
Text("Content")
}
.overlay(alignment: .bottom) {
content
}
.ignoresSafeArea(.all, edges: .bottom)
}
var content: some View {
VStack(alignment: .leading) {
Rectangle()
.foregroundStyle(.blue)
.frame(width: 100, height: 100)
.clipShape(.rect(corners: .concentric, isUniform: true))
Text("Custom Container")
}
.padding(20)
.frame(maxWidth: .infinity, alignment: .leading)
.background(Color.gray, in: .rect(corners: .concentric, isUniform: true))
.padding(15)
}
}
If you use UISceneDelegate's scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) to handle deep links (such as tapping a widget) you might run into an issue where this callback is called twice in the majority of cases.
If you push a view controller in response to this, you might end up with two pushed view controllers, if you do not mitigate this. This is exclusively an issue in iOS 26.0 and works as expected on iOS 18.
func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) {
/// Add any widget to the home screen that uses the widgetURL modifier and tap them. Most of the time, openURLContexts() will get called twice.
/// If you run this project on iOS 18, it's *always* called once as expected.
print("openURLContexts \(URLContexts)")
}
Filed as FB20301454