I recently started exploring the latest version of SwiftUI and encountered an issue while working with TabView and NavigationStack. I downloaded the example code provided by Apple and began making changes to explore new SwiftUI features. However, I noticed that the navigation bar "jumps" or resets when switching between tabs, even in their example implementation.
Here are some changes which I made below in the files:
LibraryView:
.navigationTitle("Library")
.navigationBarTitleDisplayMode(.inline)
.toolbarBackground(Color("AccentColor"),for: .navigationBar)
WatchNowView:
.navigationTitle("Watch Now")
.navigationBarTitleDisplayMode(.inline)
.toolbarBackground(Color("AccentColor"),for: .navigationBar)
example code url :- destinationVideo
I suspect the issue arises because each tab bar item has its own NavigationStack. When we set a navigation title for each view, the NavigationStack resets the navigation bar on view appearance, which causes this visual bug.
Thank you!
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I am trying out the new TextField selection ability on macOS but it crashes in various different ways with extremely large stack traces. Looks like it is getting into re-entrant function calls.
A similar problem is described on the SwiftUI forums with no responses yet.
Here is my simple example
struct ContentView: View {
@State private var text: String = ""
@State private var selection: TextSelection?
var body: some View {
TextField("Message", text: $text, selection: $selection)
.padding()
}
}
Setting text to a value like "Hallo World" causes an instant crash as soon as you start typing in the TextField.
Setting text empty (as in example above) lets you edit the text but as it crashes as soon as you commit it (press enter).
Any workarounds or fixes?
This is my code in ContentView:
import SwiftUI
import SceneKit
import PlaygroundSupport
struct ContentView: View {
var body: some View {
VStack {
Text("SceneKit with SwiftUI")
.font(.headline)
.padding()
SceneView(
scene: loadScene(),
options: [.autoenablesDefaultLighting, .allowsCameraControl]
)
.frame(width: 400, height: 400)
.border(Color.gray, width: 1)
}
}
}
func loadScene() -> SCNScene? {
if let fileURL = Bundle.main.url(forResource: "a", withExtension: "dae") {
do {
let scene = try SCNScene(url: fileURL, options: [
SCNSceneSource.LoadingOption.checkConsistency: true
])
print("Scene loaded successfully.")
return scene
} catch {
print("Error loading scene: \(error.localizedDescription)")
}
} else {
print("Error: Unable to locate a.dae in Resources.")
}
return nil
}
a.dae file exists in the Resources section of macOS Playground app. And a.dae can be viewed in Xcode.
Console shows: Error loading scene: The operation couldn’t be completed. (Foundation._GenericObjCError error 0.)
Any input is appreciated.
Topic:
UI Frameworks
SubTopic:
SwiftUI
Tags:
Swift Student Challenge
Swift Playground
SwiftUI
SceneKit
Try the following code on macOS, and you'll see the marker is added in the wrong place, as the conversion from screen coordinates to map coordinates doesn't work correctly.
The screenCoord value is correct, but reader.convert(screenCoord, from: .local) offsets the resulting coordinate by the height of the content above the map, despite the .local parameter.
struct TestMapView: View {
@State var placeAPin = false
@State var pinLocation :CLLocationCoordinate2D? = nil
@State private var cameraProsition: MapCameraPosition = .camera(
MapCamera(
centerCoordinate: .denver,
distance: 3729,
heading: 92,
pitch: 70
)
)
var body: some View {
VStack {
Text("This is a bug demo.")
Text("If there are other views above the map, the MapProxy doesn't convert the coordinates correctly.")
MapReader { reader in
Map(
position: $cameraProsition,
interactionModes: .all
)
{
if let pl = pinLocation {
Marker("(\(pl.latitude), \(pl.longitude))", coordinate: pl)
}
}
.onTapGesture(perform: { screenCoord in
pinLocation = reader.convert(screenCoord, from: .local)
placeAPin = false
if let pinLocation {
print("tap: screen \(screenCoord), location \(pinLocation)")
}
})
.mapControls{
MapCompass()
MapScaleView()
MapPitchToggle()
}
.mapStyle(.standard(elevation: .automatic))
}
}
}
}
extension CLLocationCoordinate2D {
static var denver = CLLocationCoordinate2D(latitude: 39.742043, longitude: -104.991531)
}
(FB13135770)
May I inquire about the differences between the two ways of view under the hood in SwiftUI?
class MyViewModel: ObservableObject {
@Published var state: Any
init(state: Any) {
self.state = state
}
}
struct MyView: View {
@StateObject var viewModel: MyViewModel
var body: some View {
// ...
}
}
struct CustomView: View {
let navigationPath: NavigationPath
@StateObject var viewModel: MyViewModel
var body: some View {
Button("Go to My View") {
navigationPath.append(makeMyView())
}
}
}
// Option 1: A viewModel is initialized outside view's initialization
func makeMyView(state: Any) -> some View {
let viewModel = MyViewModel(state: state)
MyView(viewModel: viewModel)
}
// Option 2: A viewModel is initialized inside view's initialization
func makeMyView(state: Any) -> some View {
MyView(viewModel: MyViewModel(state: state))
}
For option 1, the view model will be initialized whenever custom view is re-rendered by changes whereas the view model is only initialized once when the view is re-rendered for option 2.
So what happens here?
Hello!
I want to programmatically set the editMode in SwiftUI for a view as soon as it appears. However, I have read a lot now but it only works via the EditButton - but not programmatically. I'm using the simulator for this example and Xcode Version 15.4.
struct EditTodos: View {
@State private var editMode = EditMode.inactive
@State var content = ["apple", "banana", "peanut"]
var body: some View {
NavigationStack {
List {
ForEach(content, id: \.self) { item in
Text(item)
}
.onDelete { _ in }
.onMove { _, _ in }
}
.onAppear {
editMode = .active // note: not working, why??
}
.navigationBarItems(
trailing: HStack(spacing: 20) {
EditButton()
}
)
}
}
}
#Preview {
EditTodos()
}
Hi! I'm attempting to run the Quakes Sample App^1 from macOS. I am running breakpoints and confirming the mapCameraKeyframeAnimator is being called:
.mapCameraKeyframeAnimator(trigger: selectedId) { initialCamera in
let start = initialCamera.centerCoordinate
let end = quakes[selectedId]?.location.coordinate ?? start
let travelDistance = start.distance(to: end)
let duration = max(min(travelDistance / 30, 5), 1)
let finalAltitude = travelDistance > 20 ? 3_000_000 : min(initialCamera.distance, 3_000_000)
let middleAltitude = finalAltitude * max(min(travelDistance / 5, 1.5), 1)
KeyframeTrack(\MapCamera.centerCoordinate) {
CubicKeyframe(end, duration: duration)
}
KeyframeTrack(\MapCamera.distance) {
CubicKeyframe(middleAltitude, duration: duration / 2)
CubicKeyframe(finalAltitude, duration: duration / 2)
}
}
But I don't actually see any map animations taking place when that selection changes.
Running the application from iPhone simulator does show the animations.
I am building from Xcode Version 16.2 and macOS 15.2. Are there known issues with this API on macOS?
I have an app that uses UITextView for some text editing. I have some custom operations I can do on the text that I want to be able to undo, and I'm representing those operations in a way that plugs into NSUndoManager nicely. For example, if I have a button that appends an emoji to the text, it looks something like this:
func addEmoji() {
let inserting = NSAttributedString(string: "😀")
self.textStorage.append(inserting)
let len = inserting.length
let range = NSRange(location: self.textStorage.length - len, length: len)
self.undoManager?.registerUndo(withTarget: self, handler: { view in
view.textStorage.deleteCharacters(in: range)
}
}
My goal is something like this:
Type some text
Press the emoji button to add the emoji
Trigger undo (via gesture or keyboard shortcut) and the emoji is removed
Trigger undo again and the typing from step 1 is reversed
If I just type and then trigger undo, the typing is reversed as you'd expect. And if I just add the emoji and trigger undo, the emoji is removed. But if I do the sequence above, step 3 works but step 4 doesn't. The emoji is removed but the typing isn't reversed.
Notably, if step 3 only changes attributes of the text, like applying a strikethrough to a selection, then the full undo chain works. I can type, apply strikethrough, undo strikethrough, and undo typing.
It's almost as if changing the text invalidates the undo manager's previous operations?
How do I insert my own changes into UITextView's NSUndoManager without invalidating its chain of other operations?
I want to get the availableInputs list in widgetextension, but it always returns only the phone's microphone. I have confirmed that I have connected additional Bluetooth devices. Why is this?
If I want to get the information I want, how should I do it?
Topic:
UI Frameworks
SubTopic:
SwiftUI
Hi,
On macOS, there seems to be a NSTableViewDiffableDataSource and an NSCollectionViewDiffableDataSource, but there seems to be nothing for NSOutlineView. Is it possible to somehow use NSTableViewDiffableDataSource with NSOutlineView that I'm missing?
If not, is it possible to use NSTableView with NSTableViewDiffableDataSource to show a 'table' with section headers?
How to reproduce: create blank Xcode project run on physical iPhone(mine 14 pro) not simulator, updated iOS18.1.1 most up to date, on Xcode 16.1 make a text field enter any value in it in console:
Can't find or decode reasons
Failed to get or decode unavailable reasons
This is happening in my other projects as well and I don't know a fix for it is this just an Xcode bug random log noise? It makes clicking the text field lag sometimes on initial tap.
Hello!
Is there a way to perform an action before alert (no matter which) appears and sheet (no matter which) opens? Perhaps, system event or something like this.
I am very new to all this. What I wanted:
I wanted this textfield (where there is "I am the placeholder") to allow users to type any string:
At the moment this textfield does not let me type in anything. It sits like a stone. There are no corresponding errors to this but this behaviour is not my liking. I wanted it to let me just type string.
Could anyone kindly point me in the right direction?
This is how IBOutlet connection made to the TextField in question
And the code snippet
class ViewController: UIViewController {
@IBOutlet weak var companyTextField2: UITextField!
let context = (UIApplication.shared.delegate as! AppDelegate).persistentContainer.viewContext
private var models = [Consulting]()
//more other codes
@IBAction func insertName(_ sender: UITextField) {
// Create the UITextField
let nameTextField = UITextField()
nameTextField.placeholder = "Enter Name"
// Option 1: Add the UITextField to the view (if needed)
view.addSubview(nameTextField)
// Option 2: Use the UITextField (e.g., get or set its text)
let enteredName = nameTextField.text
print("Entered Name:", enteredName ?? "")
}
}
Topic:
UI Frameworks
SubTopic:
UIKit
I have arrived at a certain architectural solution for my SwiftUI code which is helped by, in certain situations, modifying the state while the body is being evaluated.
Of course, I am always open to realizing that a given solution may be creating difficulties precisely because it is fundamentally ill-advised. However, in this post I won't attempt to explain the details of my architecture or justify my reasoning regarding wanting to change the state in the middle of a view update. I just want to ask, why exactly is it prohibited? Is it not rather like normal recursion, which can of course produce infinite loops if done wrong but which is perfectly logically sound as long as the recursing function eventually stabilizes?
Topic:
UI Frameworks
SubTopic:
SwiftUI
I'm adding Admob ads to my app, and Admob needs to know the width of the view, so I'm using GeometryReader for that. To prevent GeometryReader from grabbing screen space, I've wrapped the main view in GeometryReader { }. I then use geometry.size.width in my call to the adView.
This all works fine. I have two main screens where I show ads, and they both work, until I rotate the device. Then the app crashes!
If I comment out the GeometryReader code and pass a fixed value to the ad view, I can rotate the device with no fear of a crash.
My question is: Do I have to accept that GeometryReader will crash the app when it's rotated, or is there another, stable way to get view dimensions?
Hello,
I face an error everytime I want to interact with a TextField. The XCode debug area is showing :
CLIENT ERROR: TUINSRemoteViewController does not override -viewServiceDidTerminateWithError: and thus cannot react to catastrophic errors beyond logging them
There is no crash, and the text field is working fine.
I am developing for MacOS using a macbook pro Intel from 2019 with Sonoma 14.5 and Xcode 15.4 and I think that I noticed since the release of Sonoma. I was not particularly concerned by it but I noticed that interacting with the textField was leading to severe hang in my app, and micro-hang in the test app and I am wondering is these two issues could be related.
The message is easy to reproduce. Just create a new Project/Application/App using SwiftUI and add a TextField to the ContentView.
When you start app, click or double click on the text field, enter a message and press enter.
import SwiftUI
struct ContentView: View {
@State var value: String = ""
var body: some View {
VStack {
Image(systemName: "globe")
.imageScale(.large)
.foregroundStyle(.tint)
Text("Hello, world!")
TextField(text: $value,
label: {
Text("Test")
}
)
}
.padding()
}
}
Did you notice the same thing ? How I could solve it ?
Note : I already posted the problem on Swift forums but it was close because related to SwiftUI https://forums.swift.org/t/error-when-clicking-on-textfield-client-error-tuinsremoteviewcontroller-does-not-override-viewservicedidterminatewitherror-and-thus-cannot-react-to-catastrophic-errors-beyond-logging-them/72134/1
Thank you
Hi, I am having some troubles creating a "nested" RealityView content using MapKit attachment.
I am building a visionOS app that has horizontal MapKit map as an attachment to RealityView. I want to display 3D pins on that map, therefore I am using native map annotation and inside of these annotations, I create a new RealityView just for the 3D pin. This worked completely fine, unitil I wanted to have those RealityViews interact with each other.
By interaction of those RealityViews I mean that I wanted to group entities from the first "main" RealityViews content with the 3D pins using ModelSortGroupComponent.
Why I want this? I want to make the map circular, that is not a problem. Problem is that when I move the map with 3D pins, these pins have their own RealityView space and are only bounded by volumetric window dimensions. What happes is that these pins float next to the map (shown on attached image). So I came up with this solution: create a custom "toroid" like 3D entity model that occludes the pins that go outside the map region. In order to occlude only the pins, I need to use ModelSortGroupComponent to group the "toroid" entity with 3D pins entities (as described in another forum thread).
To summarize: need the content of the superior RealityView to interact with map attachment annotations RealityView content in order to group them. There might be of course another, better way to achieve my whole goal, so I would naturally appreciate any help or guidance.
Image below showing 3D pins on circular map. Since pins RealityView does no know anything about other RealityViews, it just overlows and hangs in space until is cropped by volumetric window boundary.
Simplified code:
var body: some View {
let modelSortGroup = ModelSortGroup(depthPass: .prePass)
RealityView { content, attachments in
var mainEntity = Entity()
// My other entities here...
if let mapAttachment = attachments.entity(for: "mapAttachment") {
// Edit map properties, position, horizontal layout etc.
mainEntity.addChild(mapAttachment)
}
// Create and add to content mask "toroid" entity mapMaskEntity. Use OcclusionMaterial() material.
mapMaskEntity.components.set(ModelSortGroupComponent(group: modelSortGroup, order: 0))
// For all pins, somehow also set the group
// 3DPinEntity.components.set(ModelSortGroupComponent(group: modelSortGroup, order: 1))
content.add(mainEntity)
} attachments: {
Attachment(id: "mapAttachment") {
Map {
ForEach(mapViewModel.clusters, id: \.id) { cluster in
Annotation("", coordinate: cluster.coordinate) {
MapPin3DView(cluster: cluster)
}
}
}
.clipShape(Circle())
}
}
}
// MapPin3DView is an map annotation view that includes a model of 3D pin and some details like image etc., uses RealityView.
struct MapPin3DView: View {
var body: some View {
RealityView { content in
// 3D pin entities...
}
}
}
Currently, I am using multiple Texts in a horizontal stackview, to achieve animation of substring.
As you can see in the above animation, the text
- conversation
- meeting
- lecture
are animated.
However, there shortcoming of such an approach.
Text size is not consistent among different Text block. The following Text block are having different text size.
- Transform
- conversation/ meeting/ lecture
- to Quick Note
Any idea how we can achieve, so that all text blocks have same text size so that they appear like 1 sentence?
Or, how we can make the text blocks having constant text size, but able to perform line wrapping to next line, so that they appear like 1 sentence?
Currently, this is the code snippet I am using.
import SwiftUI
struct ContentView: View {
var array = ["lecture", "conversation", "meeting"]
@State var currentIndex : Int = 0
@State var firstString : String = ""
var body: some View {
VStack {
HStack {
Text("Transform")
.lineLimit(1)
.minimumScaleFactor(0.5)
.font(.title)
Text(firstString)
.lineLimit(1)
.minimumScaleFactor(0.5)
.font(.title)
.transition(AnyTransition.opacity.animation(.easeInOut(duration:1.0)))
.background(.yellow)
Text("to Quick Note")
.lineLimit(1)
.minimumScaleFactor(0.5)
.font(.title)
}.padding()
}
.animation(.default)
.onAppear {
firstString = array[0]
let timer = Timer.scheduledTimer(withTimeInterval: 2.0, repeats: true) { _ in
if currentIndex == array.count - 1 {
self.firstString = array[0]
currentIndex = 0
}
else {
self.firstString = array[currentIndex+1]
currentIndex += 1
}
}
}
}
}
#Preview {
ContentView()
}
When I generate a dial through code, it prompts the following content:
code:
CLKWatchFaceLibrary * lib = [[CLKWatchFaceLibrary alloc] init];
[lib addWatchFaceAtURL:url completionHandler:^(NSError * _Nullable error) {
}];
result:
Complex functions are not available
How to fix it? Make it usable, Thank you~
It happens on a brand new SwiftUI Xcode project with nothing in it but the default base code. When I build and run, I get "Error creating the CFMessagePort needed to communicate with PPT." After some Googling, I know it has something to do with Performance Tools. I don't know what's causing it.
I'm running 16.2 on a brand new M4 Mac mini.
Topic:
UI Frameworks
SubTopic:
SwiftUI