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DatePicker .graphical style: Inconsistent animation behavior when selecting out-of-range dates
Hi everyone, I’ve noticed an inconsistency in the behavior of SwiftUI’s DatePicker when using the .graphical style with a bounded date range (in:). When a user selects a date (month or year) outside the allowed range: If it's before the lower bound, the picker animates smoothly to the lower bound. BUT if the selected date is after the upper bound, the picker immediately jumps to the upper bound without animation. Note: Using .graphical style with displayedComponents: [.date]. Is this a known issue, and is there any recommended workaround or timeline for a fix? Or is this the intended behavior?
2
0
120
May ’25
iOS26 WWDC25 large inline navigation?
How to achieve the same navigation bar style as in the Design foundations from idea to interface - WWDC25 video? Screenshot: https://imgur.com/a/huzsm1H There's no new navigationBarTitleDisplayMode that has action buttons aligned with the title.
1
0
201
Jun ’25
Display a broader track of a user on ios app with Mapkit.
Hello I'm currently building a feature within an ios app using SwiftUI and Mapkit to record the gps cordinates of a user as they move and render the track on the map. the idea is not really to have a "track" but to have a visual representation of the area the user sees while they are moving around. I need this width/breadth to be relative to the map and not the screen, such that when I zoom in and out of the map, the size will adjust automatically.
0
0
84
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
0
258
May ’25
Avoid shift effect on ManagedAppView inside a List
Hello, I tried to use the ManagedAppView component to display a list of apps, I have a text field above my list to make it searchable. The problem is that when the keyboard appear, all my ManagedAppView components shift half of their height up, inside there list cell, so they are only half visible with the rest of the cell blank. As the component is Apple Internal, I didn't find any solution to avoid that, is there any fix to have this component stays in place even when the keyboard appear ? I tried to replace the ManagedAppView by other components and the issue arise only with ManagedAppView.
2
0
166
May ’25
A wrinkle converting a UIKit Document-based app to SwiftUI Document Group
The app I'm converting includes two unique document types. UI-wise they have key similarities (eg contents are password protected) But serialization/model - wise. they are different documents. I have not been able to find any documentation on options for implementing this (eg use a (abstract?) base class derived from FileDocument, with two concrete sub classes? maybe just a single subclass of FileDocument that contains model details for both file types?) Stepping back from implementation options, am I crazy for attempting to use DocumentGroup to create a single app that would need to be able to open/modify/save multiple unique document types? any/all guidance much appreciated.
Topic: UI Frameworks SubTopic: SwiftUI
0
0
79
May ’25
NSLayoutManager laying out overlapping text into the same NSTextContainer even when there are more containers available.
In summation: I have a nasty bug where my layout manager is laying out text visually overlapping on top of other text, i.e., into a container that it should have left in the rear view as it continues to lay out into ensuing containers. Details below... I'm coding a word processing app with some custom pagination that involves multiple pages, within which there can be multiple NSTextView/NSTextContainer pairs that represent single column or dual column runs of text. I generate pagination data by using a measuring NSLayoutManager. This process ensures that no containers overlap, and that they are sized correctly for their associated ranges of text (i.e., non-overlapping, continuous ranges from a single NSTextStorage). I determine frame sizes by a series of checks, most importantly, by finding the last glyph in a column. Prior to the code below, remainingColumnRange represents the remaining range of my textStorage that is of a consistent column type (i.e., single, left column, or right column). My measuring passes consist of my measuringLayoutManager laying out text into its textContainers, the final of which is an extra overflowContainer (i.e., == measuringLayoutManager.textContainers.last!) which I only use to find the last glyph in the second to last container (measuringContainer, which is thus == measuringLayoutManager.textContainers[count - 2]) let glyphRangeOfLastColumnChar = measuringLayoutManager.glyphRange(forCharacterRange: remainingColumnRange, actualCharacterRange: nil) let lastGlyphIndex = NSMaxRange(glyphRangeOfLastColumnChar) - 1 measuringLayoutManager.ensureLayout(for: measuringContainer) // Not sure if this is necessary, but I've added it to insure I'm getting accurate measurements. if measuringLayoutManager.textContainer(forGlyphAt: lastGlyphOfColumnIndex, effectiveRange: &actualGlyphRangeInContainer) == overflowContainer { actualCharRangeInContainer = measuringLayoutManager.characterRange(forGlyphRange: actualGlyphRangeInContainer, actualGlyphRange: nil) let overflowLoc = actualCharRangeInContainer.location remainingColumnRange = NSRange(location: overflowLoc, length: remainingColumnRange.length - overflowLoc) currentPage += 1 } else { lineFragmentRectForLastChar = measuringLayoutManager.lineFragmentRect(forGlyphAt: lastGlyphIndex, effectiveRange: nil) // Resize measuring container if needed. let usedHeight = lineFragmentRectForLastChar.maxY if usedHeight < measuringContainer.size.height { measuringContainer.size = CGSize(width: measuringContainer.size.width, height: usedHeight) } else if usedHeight == measuringContainer.size.height { currentPage += 1 // we perfectly filled the page } else { // This would be an error case, because all cases should have been handled prior to arriving here. I throw an error. I have never fallen through here. throw MyClass.anError } } // I use the above data to create a PageLayoutItem, which is a struct that has frame data (CGRect/x,y,w,h), a containerIndex (Int), pageNumber (Int), textRange (NSRange), columnType (custom enum). // After this I remove the overflowContainer, and continue to iterate through. This is inefficient but I'm simplifying my code to identify the root issue. I don't explicitly use these containers when done with my pagination process. Rather, I use the PageLayoutItems I have created to generate/resize/remove textContainers/textViews for the UI as needed. My UI-interfacing/generating NSLayoutManager, which is of course assigned to the same NSTextStorage as the measuring layout manager, then iterates through my paginator model class' pageLayoutItems array to generate/resize/remove. I have verified my pagination data. None of my frames overlap. They are sized exactly the same as they should be per my measurement passes. The number of containers/views needed is correct. But here's the issue: My views render the text that SHOULD appear in my final textContainer/textView as visually overlapping the text in my second to last textContainer/textView. I see a garble of text. When I iterate through my UI textContainers, I get this debug print: TextContainer 0 glyphRange: {0, 172} TextContainer 1 glyphRange: {172, 55} TextContainer 2 glyphRange: {227, 100} // this is wrong, final 31 chars should be in container 3 TextContainer 3 glyphRange: {327, 0} // empty range here, odd I have tried setting textContainers for glyph ranges explicitly, via: // Variable names just for clarity here layoutManager.setTextContainer(correctTextView.textContainer!, forGlyphRange: correctGlyphRangeForThisContainer) Debug prints show that I'm setting the right ranges there. But they don't retain. I have tried resizing my final text container to be much larger in case that was the issue. No dice. My final range of text/glyphs still lays out in the wrong container and overlaps the other content laid out there. Any help here?? I've scoured the forums and have been dealing with this bug for two weeks straight with no hope in sight.
4
0
1.1k
May ’25
Xcode 16 SwiftUI List Fast Scrolling Issue
Hi! When building my app using Xcode 16, fast scrolling (using scrollViewProxy.scrollTo) a list would result in items not appearing even when scrolling stopped. This does not happen when the app is built with Xcode 15, even on iOS 18. I'm also getting this error in the logs: List failed to visit cell content, returning an empty cell. - SwiftUICore/Logging.swift:84 - please file a bug report.
5
6
1.4k
May ’25
How to detect UIScreen changes in a UIView subclass?
I'm looking for a reliable way to detect when the UIScreen of a UIView changes. I'm developing a renderer SDK that provides a custom UIView subclass which performs OpenGL / Metal rendering, driven by a CADisplayLink. To support scenarios like screen mirroring or external displays on iPad, I need to ensure the CADisplayLink is created using the correct UIScreen, so the refresh rate is accurate. Ideally, I’d like a way to be notified in the view itself (without requiring scene delegate integration) whenever self.window.windowScene.screen changes, even if trait values remain the same. Any ideas or workarounds that work safely in production would be hugely appreciated! Since iOS 13, the architecture is: The app can have multiple UIScene instances (typically UIWindowScene). Each UIWindowScene can have multiple UIWindows. Each UIWindow hosts a view hierarchy. To determine the correct UIScreen, I access self.window.windowScene.screen. If any component in that key path changes (window, windowScene, or screen), I need to detect it and react. Here’s what I’ve tried so far: Overriding willMoveToWindow: and didMoveToWindow: This allows me to detect changes to window, but if windowScene (of the window) or screen (of the scene) changes directly, I get no notification. Overriding traitCollectionDidChange: This works if the screen change causes a difference in traits (e.g., a different displayScale), but fails if the old and new screens share the same traits (e.g., identical scale). Listening to UIScene-related notifications Notifications like UISceneDidDisconnectNotification or UISceneWillEnterForegroundNotification only indicate scene lifecycle events, not that a particular view or window has moved to a different screen. Using KVO to observe self.window.windowScene.screen I found WebKit does something similar, but in practice this causes crashes. The error message suggests that "windowScene" is not KVO-compliant, and my experience confirms it's not safe in production. Apple's official guidance uses UIWindowSceneDelegate In this example, Apple shows how to update a CADisplayLink in a UIWindowSceneDelegate's windowScene:didUpdateCoordinateSpace:interfaceOrientation:traitCollection:. However, as an SDK provider delivering just a UIView, I don't have control over the host app's UIWindowSceneDelegate.
Topic: UI Frameworks SubTopic: UIKit Tags:
2
0
170
May ’25
Reset SwiftUI animation for another step.
I was trying to move from appkit to swiftUI. As a learning project I am building a cellular automata style project based on Pattersons Worms.. I am trying something similar to the EA game Worms? for the Commodore 64. There is a video on YouTube of the game running, but I'm not allowed to link it here. The problem I have is that the animation is driven by a ruleset. When the automata hits a configuration that is not in the ruleset it is supposed to stop and ask the user. For each step the model returns either the next move, or nil to indicate the user need to make a choice that will be sent back to the model to be added to the ruleset. My current approach, and I might be following the wrong path, is a ZStack where the bottom level is the grid, the middle level is the established worm segments and the top level is either the animation of the next worm segment or the user chooser to choose the segment. I've only implemented the animation of the next worm segment. The idea is that when the model adds a segment that it first animated at the top level and then displayed by the middle level. Then the top level animates the next segment. I was animating the trim on the segment to draw the line. If the current move is nil, then the middle level draws the segment. If current move has a value, the animation draw it, and then on completion sets the current move to nil so that the bottom level draw it. The problem I ran into was resetting the animation to draw the next segment. I've tried two approaches. in one the completion resets the animation boolean variable, but I need a manual step to set the next stage of the animation. The other uses the completion to set the next step, but it the animation doesn't run for the step and the display is an always a step behind. I'm not sure how to both update the move and reset the animation at the same time. I have uploaded a simplified version without the full grid and simplified model to GitHub (https://github.com/thomasrdean/AnimationTest). Is there any other way to reset the animation the than the completion so I can use the completion to retrieve the next step from the model?
1
0
158
May ’25
Enabling Show Tab Bar Programmatically
I have a macOS application developed in SwiftUI. It's a document-based application. I know how to hide the Show Tab Bar command under View. I don't want to hide it. I always want to show tabs. I wonder how to enable this command programmatically such that the document window always has the + button to the right. Thanks.
0
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132
May ’25
ScrollPosition.scrollTo(id:, anchor:) not behaving as expected
While trying the new ScrollPosition API I noticed that scrollTo(id: anchor:) behaves different than ScrollViewProxy.scrollTo(_: anchor:). Consider the following example: struct ContentView: View { @State private var position = ScrollPosition(edge: .top) var body: some View { NavigationStack { ScrollViewReader { proxy in ScrollView { VStack(spacing: 8) { ForEach(1..<100) { index in Text(verbatim: index.formatted()) .frame(maxWidth: .infinity) .background(.gray) .id(index) } } } .scrollPosition($position) .toolbar { ToolbarItemGroup(placement: .bottomBar) { Spacer() Button("50 (T)") { withAnimation { position.scrollTo(id: 50, anchor: .top) // proxy.scrollTo(50, anchor: .top) } } Button("50 (B)") { withAnimation { position.scrollTo(id: 50, anchor: .bottom) // proxy.scrollTo(50, anchor: .bottom) } } Spacer() } } } } } } The position methods don't align top and bottom edges, but the proxy ones do. Is this expected or is it a bug?
2
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154
May ’25
Regarding ARKit camera feed zoom and macro support for closer object
I am currently developing an AR experience using ARKit with SceneKit and am looking to implement functionality that enables: Zooming into the AR camera feed, ideally leveraging the ultra-wide or telephoto lenses available on supported devices. Macro-style focus capabilities, allowing users to view and interact with virtual content closely aligned with small or nearby real-world objects (within a few centimeters). My objective is to ensure that ARKit continues to render the scene accurately while enabling a zoomed-in view or macro-level focus for better detail visibility and alignment. Could you please advise on: Whether ARKit currently supports camera zoom or allows access to macro or ultra-wide cameras within an ARSession. Limitations or considerations when using multi-camera setups in conjunction with ARKit. Any guidance or references to documentation or sample code would be greatly appreciated. Best regards, Ayush
0
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172
May ’25
Debugging Snapshot Thread Confinement Warning in UITableViewDiffableDataSource
I first applied a snapshot on the main thread like this: var snapshot = NSDiffableDataSourceSnapshot<Section, MessageViewModel>() snapshot.appendSections([.main]) snapshot.appendItems([], toSection: .main) dataSource.applySnapshotUsingReloadData(snapshot) After loading data, I applied the snapshot again using: Task { @MainActor in await dataSource.applySnapshotUsingReloadData(snapshot) } On an iPhone 13 mini, I received the following warning: Warning: applying updates in a non-thread confined manner is dangerous and can lead to deadlocks. Please always submit updates either always on the main queue or always off the main queue However, this warning did not appear when I ran the same code on an iPhone 16 Pro simulator. Can anyone explain it to me? Thank you
Topic: UI Frameworks SubTopic: UIKit Tags:
0
0
115
May ’25
Deadline for Adopting Scene-Based Life-Cycle in UIKit Apps
I found the following statement on the site https://developer.apple.com/documentation/technotes/tn3187-migrating-to-the-uikit-scene-based-life-cycle: "Soon, all UIKit based apps will be required to adopt the scene-based life-cycle, after which your app won’t launch if you don’t. While supporting multiple scenes is encouraged, only adoption of scene life-cycle is required." Could you please clarify when exactly apps will no longer be able to launch if they do not adopt the scene-based life-cycle? I would like to confirm the deadline as the impact of this change is significant.
Topic: UI Frameworks SubTopic: UIKit Tags:
1
1
321
May ’25
Found a bug in ios26 UI on iphone 12
In keyboard shortcuts this buttons at the bottom are overlappin. Any one else?
Topic: UI Frameworks SubTopic: General
Replies
0
Boosts
0
Views
84
Activity
Jun ’25
DatePicker .graphical style: Inconsistent animation behavior when selecting out-of-range dates
Hi everyone, I’ve noticed an inconsistency in the behavior of SwiftUI’s DatePicker when using the .graphical style with a bounded date range (in:). When a user selects a date (month or year) outside the allowed range: If it's before the lower bound, the picker animates smoothly to the lower bound. BUT if the selected date is after the upper bound, the picker immediately jumps to the upper bound without animation. Note: Using .graphical style with displayedComponents: [.date]. Is this a known issue, and is there any recommended workaround or timeline for a fix? Or is this the intended behavior?
Replies
2
Boosts
0
Views
120
Activity
May ’25
iOS26 WWDC25 large inline navigation?
How to achieve the same navigation bar style as in the Design foundations from idea to interface - WWDC25 video? Screenshot: https://imgur.com/a/huzsm1H There's no new navigationBarTitleDisplayMode that has action buttons aligned with the title.
Replies
1
Boosts
0
Views
201
Activity
Jun ’25
Display a broader track of a user on ios app with Mapkit.
Hello I'm currently building a feature within an ios app using SwiftUI and Mapkit to record the gps cordinates of a user as they move and render the track on the map. the idea is not really to have a "track" but to have a visual representation of the area the user sees while they are moving around. I need this width/breadth to be relative to the map and not the screen, such that when I zoom in and out of the map, the size will adjust automatically.
Replies
0
Boosts
0
Views
84
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
Replies
3
Boosts
0
Views
258
Activity
May ’25
Avoid shift effect on ManagedAppView inside a List
Hello, I tried to use the ManagedAppView component to display a list of apps, I have a text field above my list to make it searchable. The problem is that when the keyboard appear, all my ManagedAppView components shift half of their height up, inside there list cell, so they are only half visible with the rest of the cell blank. As the component is Apple Internal, I didn't find any solution to avoid that, is there any fix to have this component stays in place even when the keyboard appear ? I tried to replace the ManagedAppView by other components and the issue arise only with ManagedAppView.
Replies
2
Boosts
0
Views
166
Activity
May ’25
A wrinkle converting a UIKit Document-based app to SwiftUI Document Group
The app I'm converting includes two unique document types. UI-wise they have key similarities (eg contents are password protected) But serialization/model - wise. they are different documents. I have not been able to find any documentation on options for implementing this (eg use a (abstract?) base class derived from FileDocument, with two concrete sub classes? maybe just a single subclass of FileDocument that contains model details for both file types?) Stepping back from implementation options, am I crazy for attempting to use DocumentGroup to create a single app that would need to be able to open/modify/save multiple unique document types? any/all guidance much appreciated.
Topic: UI Frameworks SubTopic: SwiftUI
Replies
0
Boosts
0
Views
79
Activity
May ’25
NSLayoutManager laying out overlapping text into the same NSTextContainer even when there are more containers available.
In summation: I have a nasty bug where my layout manager is laying out text visually overlapping on top of other text, i.e., into a container that it should have left in the rear view as it continues to lay out into ensuing containers. Details below... I'm coding a word processing app with some custom pagination that involves multiple pages, within which there can be multiple NSTextView/NSTextContainer pairs that represent single column or dual column runs of text. I generate pagination data by using a measuring NSLayoutManager. This process ensures that no containers overlap, and that they are sized correctly for their associated ranges of text (i.e., non-overlapping, continuous ranges from a single NSTextStorage). I determine frame sizes by a series of checks, most importantly, by finding the last glyph in a column. Prior to the code below, remainingColumnRange represents the remaining range of my textStorage that is of a consistent column type (i.e., single, left column, or right column). My measuring passes consist of my measuringLayoutManager laying out text into its textContainers, the final of which is an extra overflowContainer (i.e., == measuringLayoutManager.textContainers.last!) which I only use to find the last glyph in the second to last container (measuringContainer, which is thus == measuringLayoutManager.textContainers[count - 2]) let glyphRangeOfLastColumnChar = measuringLayoutManager.glyphRange(forCharacterRange: remainingColumnRange, actualCharacterRange: nil) let lastGlyphIndex = NSMaxRange(glyphRangeOfLastColumnChar) - 1 measuringLayoutManager.ensureLayout(for: measuringContainer) // Not sure if this is necessary, but I've added it to insure I'm getting accurate measurements. if measuringLayoutManager.textContainer(forGlyphAt: lastGlyphOfColumnIndex, effectiveRange: &actualGlyphRangeInContainer) == overflowContainer { actualCharRangeInContainer = measuringLayoutManager.characterRange(forGlyphRange: actualGlyphRangeInContainer, actualGlyphRange: nil) let overflowLoc = actualCharRangeInContainer.location remainingColumnRange = NSRange(location: overflowLoc, length: remainingColumnRange.length - overflowLoc) currentPage += 1 } else { lineFragmentRectForLastChar = measuringLayoutManager.lineFragmentRect(forGlyphAt: lastGlyphIndex, effectiveRange: nil) // Resize measuring container if needed. let usedHeight = lineFragmentRectForLastChar.maxY if usedHeight < measuringContainer.size.height { measuringContainer.size = CGSize(width: measuringContainer.size.width, height: usedHeight) } else if usedHeight == measuringContainer.size.height { currentPage += 1 // we perfectly filled the page } else { // This would be an error case, because all cases should have been handled prior to arriving here. I throw an error. I have never fallen through here. throw MyClass.anError } } // I use the above data to create a PageLayoutItem, which is a struct that has frame data (CGRect/x,y,w,h), a containerIndex (Int), pageNumber (Int), textRange (NSRange), columnType (custom enum). // After this I remove the overflowContainer, and continue to iterate through. This is inefficient but I'm simplifying my code to identify the root issue. I don't explicitly use these containers when done with my pagination process. Rather, I use the PageLayoutItems I have created to generate/resize/remove textContainers/textViews for the UI as needed. My UI-interfacing/generating NSLayoutManager, which is of course assigned to the same NSTextStorage as the measuring layout manager, then iterates through my paginator model class' pageLayoutItems array to generate/resize/remove. I have verified my pagination data. None of my frames overlap. They are sized exactly the same as they should be per my measurement passes. The number of containers/views needed is correct. But here's the issue: My views render the text that SHOULD appear in my final textContainer/textView as visually overlapping the text in my second to last textContainer/textView. I see a garble of text. When I iterate through my UI textContainers, I get this debug print: TextContainer 0 glyphRange: {0, 172} TextContainer 1 glyphRange: {172, 55} TextContainer 2 glyphRange: {227, 100} // this is wrong, final 31 chars should be in container 3 TextContainer 3 glyphRange: {327, 0} // empty range here, odd I have tried setting textContainers for glyph ranges explicitly, via: // Variable names just for clarity here layoutManager.setTextContainer(correctTextView.textContainer!, forGlyphRange: correctGlyphRangeForThisContainer) Debug prints show that I'm setting the right ranges there. But they don't retain. I have tried resizing my final text container to be much larger in case that was the issue. No dice. My final range of text/glyphs still lays out in the wrong container and overlaps the other content laid out there. Any help here?? I've scoured the forums and have been dealing with this bug for two weeks straight with no hope in sight.
Replies
4
Boosts
0
Views
1.1k
Activity
May ’25
May I ask what the official term is for the top indicator that appears during background recording? I haven't been able to find it in the official documentation.
May I ask what the official term is for the top indicator that appears during background recording? I haven't been able to find it in the official documentation.
Topic: UI Frameworks SubTopic: General
Replies
1
Boosts
0
Views
76
Activity
May ’25
Xcode 16 SwiftUI List Fast Scrolling Issue
Hi! When building my app using Xcode 16, fast scrolling (using scrollViewProxy.scrollTo) a list would result in items not appearing even when scrolling stopped. This does not happen when the app is built with Xcode 15, even on iOS 18. I'm also getting this error in the logs: List failed to visit cell content, returning an empty cell. - SwiftUICore/Logging.swift:84 - please file a bug report.
Replies
5
Boosts
6
Views
1.4k
Activity
May ’25
How to detect UIScreen changes in a UIView subclass?
I'm looking for a reliable way to detect when the UIScreen of a UIView changes. I'm developing a renderer SDK that provides a custom UIView subclass which performs OpenGL / Metal rendering, driven by a CADisplayLink. To support scenarios like screen mirroring or external displays on iPad, I need to ensure the CADisplayLink is created using the correct UIScreen, so the refresh rate is accurate. Ideally, I’d like a way to be notified in the view itself (without requiring scene delegate integration) whenever self.window.windowScene.screen changes, even if trait values remain the same. Any ideas or workarounds that work safely in production would be hugely appreciated! Since iOS 13, the architecture is: The app can have multiple UIScene instances (typically UIWindowScene). Each UIWindowScene can have multiple UIWindows. Each UIWindow hosts a view hierarchy. To determine the correct UIScreen, I access self.window.windowScene.screen. If any component in that key path changes (window, windowScene, or screen), I need to detect it and react. Here’s what I’ve tried so far: Overriding willMoveToWindow: and didMoveToWindow: This allows me to detect changes to window, but if windowScene (of the window) or screen (of the scene) changes directly, I get no notification. Overriding traitCollectionDidChange: This works if the screen change causes a difference in traits (e.g., a different displayScale), but fails if the old and new screens share the same traits (e.g., identical scale). Listening to UIScene-related notifications Notifications like UISceneDidDisconnectNotification or UISceneWillEnterForegroundNotification only indicate scene lifecycle events, not that a particular view or window has moved to a different screen. Using KVO to observe self.window.windowScene.screen I found WebKit does something similar, but in practice this causes crashes. The error message suggests that "windowScene" is not KVO-compliant, and my experience confirms it's not safe in production. Apple's official guidance uses UIWindowSceneDelegate In this example, Apple shows how to update a CADisplayLink in a UIWindowSceneDelegate's windowScene:didUpdateCoordinateSpace:interfaceOrientation:traitCollection:. However, as an SDK provider delivering just a UIView, I don't have control over the host app's UIWindowSceneDelegate.
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
2
Boosts
0
Views
170
Activity
May ’25
Reset SwiftUI animation for another step.
I was trying to move from appkit to swiftUI. As a learning project I am building a cellular automata style project based on Pattersons Worms.. I am trying something similar to the EA game Worms? for the Commodore 64. There is a video on YouTube of the game running, but I'm not allowed to link it here. The problem I have is that the animation is driven by a ruleset. When the automata hits a configuration that is not in the ruleset it is supposed to stop and ask the user. For each step the model returns either the next move, or nil to indicate the user need to make a choice that will be sent back to the model to be added to the ruleset. My current approach, and I might be following the wrong path, is a ZStack where the bottom level is the grid, the middle level is the established worm segments and the top level is either the animation of the next worm segment or the user chooser to choose the segment. I've only implemented the animation of the next worm segment. The idea is that when the model adds a segment that it first animated at the top level and then displayed by the middle level. Then the top level animates the next segment. I was animating the trim on the segment to draw the line. If the current move is nil, then the middle level draws the segment. If current move has a value, the animation draw it, and then on completion sets the current move to nil so that the bottom level draw it. The problem I ran into was resetting the animation to draw the next segment. I've tried two approaches. in one the completion resets the animation boolean variable, but I need a manual step to set the next stage of the animation. The other uses the completion to set the next step, but it the animation doesn't run for the step and the display is an always a step behind. I'm not sure how to both update the move and reset the animation at the same time. I have uploaded a simplified version without the full grid and simplified model to GitHub (https://github.com/thomasrdean/AnimationTest). Is there any other way to reset the animation the than the completion so I can use the completion to retrieve the next step from the model?
Replies
1
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0
Views
158
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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0
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0
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122
Activity
May ’25
What field to enter in the UIApplicationSceneManifest for the iPad StoryBoard
I'm migrating my apps to the SceneKit platform that Apple request to adopt. Yet for an app with an iPad specific version I was not able to find the value in the ScenManifest to use to designate the iPad storyboard. May someone help? Thanks.
Replies
2
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0
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152
Activity
May ’25
Enabling Show Tab Bar Programmatically
I have a macOS application developed in SwiftUI. It's a document-based application. I know how to hide the Show Tab Bar command under View. I don't want to hide it. I always want to show tabs. I wonder how to enable this command programmatically such that the document window always has the + button to the right. Thanks.
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132
Activity
May ’25
ScrollPosition.scrollTo(id:, anchor:) not behaving as expected
While trying the new ScrollPosition API I noticed that scrollTo(id: anchor:) behaves different than ScrollViewProxy.scrollTo(_: anchor:). Consider the following example: struct ContentView: View { @State private var position = ScrollPosition(edge: .top) var body: some View { NavigationStack { ScrollViewReader { proxy in ScrollView { VStack(spacing: 8) { ForEach(1..<100) { index in Text(verbatim: index.formatted()) .frame(maxWidth: .infinity) .background(.gray) .id(index) } } } .scrollPosition($position) .toolbar { ToolbarItemGroup(placement: .bottomBar) { Spacer() Button("50 (T)") { withAnimation { position.scrollTo(id: 50, anchor: .top) // proxy.scrollTo(50, anchor: .top) } } Button("50 (B)") { withAnimation { position.scrollTo(id: 50, anchor: .bottom) // proxy.scrollTo(50, anchor: .bottom) } } Spacer() } } } } } } The position methods don't align top and bottom edges, but the proxy ones do. Is this expected or is it a bug?
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154
Activity
May ’25
Regarding ARKit camera feed zoom and macro support for closer object
I am currently developing an AR experience using ARKit with SceneKit and am looking to implement functionality that enables: Zooming into the AR camera feed, ideally leveraging the ultra-wide or telephoto lenses available on supported devices. Macro-style focus capabilities, allowing users to view and interact with virtual content closely aligned with small or nearby real-world objects (within a few centimeters). My objective is to ensure that ARKit continues to render the scene accurately while enabling a zoomed-in view or macro-level focus for better detail visibility and alignment. Could you please advise on: Whether ARKit currently supports camera zoom or allows access to macro or ultra-wide cameras within an ARSession. Limitations or considerations when using multi-camera setups in conjunction with ARKit. Any guidance or references to documentation or sample code would be greatly appreciated. Best regards, Ayush
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172
Activity
May ’25
Debugging Snapshot Thread Confinement Warning in UITableViewDiffableDataSource
I first applied a snapshot on the main thread like this: var snapshot = NSDiffableDataSourceSnapshot<Section, MessageViewModel>() snapshot.appendSections([.main]) snapshot.appendItems([], toSection: .main) dataSource.applySnapshotUsingReloadData(snapshot) After loading data, I applied the snapshot again using: Task { @MainActor in await dataSource.applySnapshotUsingReloadData(snapshot) } On an iPhone 13 mini, I received the following warning: Warning: applying updates in a non-thread confined manner is dangerous and can lead to deadlocks. Please always submit updates either always on the main queue or always off the main queue However, this warning did not appear when I ran the same code on an iPhone 16 Pro simulator. Can anyone explain it to me? Thank you
Topic: UI Frameworks SubTopic: UIKit Tags:
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115
Activity
May ’25
Xcode 16.2, UITabBar, UITabBarItem badge is cut, iPadOS 18.0
The badge is cut if it's assigned to the last item. Is it a known issue? Thank you.
Topic: UI Frameworks SubTopic: UIKit Tags:
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102
Activity
May ’25
Deadline for Adopting Scene-Based Life-Cycle in UIKit Apps
I found the following statement on the site https://developer.apple.com/documentation/technotes/tn3187-migrating-to-the-uikit-scene-based-life-cycle: "Soon, all UIKit based apps will be required to adopt the scene-based life-cycle, after which your app won’t launch if you don’t. While supporting multiple scenes is encouraged, only adoption of scene life-cycle is required." Could you please clarify when exactly apps will no longer be able to launch if they do not adopt the scene-based life-cycle? I would like to confirm the deadline as the impact of this change is significant.
Topic: UI Frameworks SubTopic: UIKit Tags:
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321
Activity
May ’25