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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How to reopen a closed SwiftUI WindowGroup window programmatically without user interaction?
I’m building a macOS app using SwiftUI with a WindowGroup(id: "rootWindow") for the main UI. The app shows a countdown timer, and the timer continues to run even after the user closes the main window (clicks the red "X"). When the timer reaches 0, I want to automatically reopen that window and bring the app to the front. I’m currently using the following code to bring the app to the foreground and show the window when the app is still open (but not focused/resign active state): NSApp.activate(ignoringOtherApps: true) NSApp.windows.forEach { window in if window.identifier?.rawValue.starts(with: "rootWindow") { window.makeKeyAndOrderFront(nil) } } However, this doesn’t work when the window has been closed. At that point, NSApp.windows no longer contains my SwiftUI window, and I have no reference to recreate or reopen it. I also cannot use openWindow environment value as it requires a view. How can I programmatically reopen a SwiftUI WindowGroup window after it’s been closed, without requiring any user interaction (like clicking the Dock icon)?
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May ’25
GroupBox breaks ability of XCTest to find popovers?
I'm using Xcode 14.3.1 on macOS 13.5, and I've managed to reproduce my issue in a trivial application. All the project settings are left at the defaults for a macOS project. It looks like using a GroupBox breaks the ability of XCTest to find popovers connected to buttons (I suspect any UI element) inside the GroupBox. The debug console output from the code below lists 15 descendants from my window with the outside-the-GroupBox popover open, and one of them is definitely a popover. With the inside-the-GroupBox popover open, my window only shows nine descendants, and no popover (the rest of the difference is the popover's contents). It's simple enough I don't see what I could be doing wrong: import SwiftUI @main struct GroupBox_Popover_DemoApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { @State var outsidePopoverPresented: Bool = false @State var insidePopoverPresented: Bool = false var body: some View { VStack { Button("Outside GroupBox") { outsidePopoverPresented = true } .popover(isPresented: $outsidePopoverPresented, attachmentAnchor: .point(.leading), arrowEdge: .leading) { Popover(selected: .constant("Item A"), isPresented: $outsidePopoverPresented) } .padding() GroupBox { Button("Inside GroupBox") { insidePopoverPresented = true } .popover(isPresented: $insidePopoverPresented, attachmentAnchor: .point(.leading), arrowEdge: .leading) { Popover(selected: .constant("Item B"), isPresented: $insidePopoverPresented) } .padding() } } .padding() } } struct Popover: View { @Binding var selected: String @Binding var isPresented: Bool var body: some View { VStack(alignment: .leading) { Picker("", selection: $selected) { Text("Item A").tag("Item A") Text("Item B").tag("Item B") Text("Item C").tag("Item C") } .pickerStyle(.radioGroup) HStack { Spacer() Button("Cancel") { isPresented = false } } } .padding() .frame(width: 200) } } Then in my UI tests: import XCTest final class GroupBox_Popover_DemoUITests: XCTestCase { let mainWindow = XCUIApplication().windows override func setUpWithError() throws { continueAfterFailure = false XCUIApplication().launch() } func testPopovers() { let myDescendants = mainWindow.descendants(matching: .any) mainWindow.buttons["Outside GroupBox"].click() print("Window descendants with outside popover open:") print(myDescendants.debugDescription) mainWindow.popovers.buttons["Cancel"].click() mainWindow.buttons["Inside GroupBox"].click() print("Window descendants with inside popover open:") print(myDescendants.debugDescription) mainWindow.popovers.buttons["Cancel"].click() XCTAssert(true, "Test was able to hit cancel on both popovers.") } } Any ideas? Have I missed unchecking some "Ignore anything in a GroupBox" checkbox somewhere?
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Apr ’25
iOS 17 Bug? Adding a .sheet to a .fullscreencover makes background opaque
I am working on creating a custom Popup View based on a .fullscreenCover. The .fullscreenCover is used to place the Popup content on screen on a semi-transparent background. While this works on iOS 18, there is a problem on iOS 17: When the Popup content contains a .sheet, the background is not transparent any more but opaque. Image: iOS 17. When showing the Popup an opaque background covers the main content. When tapping on the background it turns transparent. Image: iOS 18. Everything works as intended. When showing the Popup the main background is covered with a semi-transparent background. Removing the .sheet(...) from the Popup content solves the problem. It does not matter if the sheet is used or not. Adding it to the view code is enough to trigger the problem. Using a .sheet within a .fullscreenCover should not be a problem as far as I know. Is this a bug in iOS 17 or is there something wrong with my code? Code: struct SwiftUIView: View { @State var isPresented: Bool = false @State var sheetPresented: Bool = false var body: some View { ZStack { VStack { Color.red.frame(maxHeight: .infinity) Color.green.frame(maxHeight: .infinity) Color.yellow.frame(maxHeight: .infinity) Color.blue.frame(maxHeight: .infinity) } Button("Show") { isPresented = true } .padding() .background(.white) Popup(isPresented: $isPresented) { VStack { Button("Dismiss") { isPresented = false } } .frame(maxWidth: 300) .padding() .background( RoundedRectangle(cornerRadius: 20) .fill(.white) ) .sheet(isPresented: $sheetPresented) { Text("Hallo") } } } } } struct Popup<Content: View>: View { @Binding var isPresented: Bool let content: () -> Content init(isPresented: Binding<Bool>, @ViewBuilder _ content: @escaping () -> Content) { _isPresented = isPresented self.content = content } @State private var internalIsPresented: Bool = false @State private var isShowing: Bool = false let transitionDuration: TimeInterval = 0.5 var body: some View { ZStack { } .fullScreenCover(isPresented: $internalIsPresented) { VStack { content() } .frame(maxWidth: .infinity, maxHeight: .infinity) .background( Color.black.opacity(0.5) .opacity(isShowing ? 1 : 0) .animation(.easeOut(duration: transitionDuration), value: isShowing) .ignoresSafeArea() ) .presentationBackground(.clear) .onAppear { isShowing = true } .onDisappear { isShowing = false } } .onChange(of: isPresented) { _ in withoutAnimation { internalIsPresented = isPresented } } } } extension View { func withoutAnimation(action: @escaping () -> Void) { var transaction = Transaction() transaction.disablesAnimations = true withTransaction(transaction) { action() } } }
Topic: UI Frameworks SubTopic: SwiftUI
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105
May ’25
The issue of unable to use document type for Mac catalyst project
Hello, I have encountered a question that I hope to receive an answer to. Currently, I am working on a music project for Mac Catalyst and need to enable music files such as FLAC to be opened by right clicking to view my Mac Catalyst app. But currently, I have encountered a problem where I can see my app option in the right-click open mode after debugging the newly created macOS project using the following configuration. But when I created an iOS project and converted it to a Mac Catalyst app, and then modified the info.plist with the same configuration, I couldn't see my app in the open mode after debugging. May I ask how to solve this problem? Do I need to configure any permissions or features in the Mac Catalyst project? I have been searching for a long time but have not found a solution regarding it. Please resolve it, thank you. Here is the configuration of my macOS project: CFBundleDocumentTypes CFBundleTypeExtensions flac CFBundleTypeIconSystemGenerated 1 CFBundleTypeName FLAC Audio File CFBundleTypeRole Viewer LSHandlerRank Default Note: Sandbox permissions have been enabled for both the macOS project and the iOS to Mac Catalyst project. The Mac Catalyst project also has additional permissions for com. apple. security. files. user taught. read write
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Mar ’25
UIPasteControl Not Recognizing Tap
I have an iOS app where I'm trying to paste something previously copied to the user's UIPasteboard. I came across the UIPasteControl as an option for a user to tap to silently paste without having the prompt "Allow Paste" pop up. For some reason, despite having what seemingly is the correct configurations for the UIPasteControl, on testing a tap, nothing is called. I expected override func paste(itemProviders: [NSItemProvider]) to fire, but it does not. Any help would be appreciated as there doesn't seem to be much info anywhere regarding UIPasteControl. import UniformTypeIdentifiers class ViewController: UIViewController { private let pasteControl = UIPasteControl() override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .systemBackground pasteControl.target = self pasteConfiguration = UIPasteConfiguration(acceptableTypeIdentifiers: [ UTType.text.identifier, UTType.url.identifier, UTType.plainText.identifier ]) view.addSubview(pasteControl) pasteControl.translatesAutoresizingMaskIntoConstraints = false NSLayoutConstraint.activate([ pasteControl.centerXAnchor.constraint(equalTo: view.centerXAnchor), pasteControl.centerYAnchor.constraint(equalTo: view.centerYAnchor), ]) } } extension ViewController { override func paste(itemProviders: [NSItemProvider]) { for provider in itemProviders { if provider.hasItemConformingToTypeIdentifier(UTType.url.identifier) { provider.loadObject(ofClass: URL.self) { [weak self] reading, _ in guard let url = reading as? URL else { return } print(url) } } else if provider.hasItemConformingToTypeIdentifier(UTType.plainText.identifier) { provider.loadObject(ofClass: NSString.self) { [weak self] reading, _ in guard let nsstr = reading as? NSString else { return } let str = nsstr as String if let url = URL(string: str) { print(url) } } } } } }
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Apr ’25
Document-based app failing in Mac Catalyst
A document-based app that's been running fine on iPad and Mac Catalyst has stopped working on the Mac as of Sequoia 15.3. After the user selects a document to open, my app never gets called back from Apple's framework. (The app works fine on iPadOS.) Anybody else see this? I filed a feedback, FB16506048, several weeks ago but have had no reply.
Topic: UI Frameworks SubTopic: SwiftUI
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Mar ’25
GPS Track Navigation with MapKit?
I want to create a MKRoute from a list of MKMapPoints or coordinates. But apparently MKRoute can only be generated from a MKDirections request from Apple's servers. The primary use of my app will be activities (eg hiking) in the back country where (1) a network connection likely won't be available and (2) there likely will not be a trail in Apple's map network. For example I want to provide navigation for following a recorded GPS track or my only MKPolyLines. Note that I am required to use MapKit (3rd party map SDKs are not an option for a number of reasons). It feels like a huge missed opportunity if MapKit doesn't allow Routes to be created from a predetermined list of coordinates. Does anyone know of any solutions for this problem either somehow creating a MKRoute from a list of coordinates or a 3rd party library? I've searched but haven't had any luck finding a solution. It seems like something like this must exist so I thought I'd ask.
Topic: UI Frameworks SubTopic: UIKit Tags:
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Apr ’25
NSDockTilePlugIn and dockMenu selector never returns
I have a class: class MyDockTilePlugin: NSObject, NSDockTilePlugIn { func setDockTile(_ dockTile: NSDockTile?) { return } func dockMenu() -> NSMenu? { let menu = NSMenu() let it = NSMenuItem(title: "choose me!", action: #selector(self.selectDMIP(_:)), keyEquivalent: "") it.target = self menu.addItem(it) return menu } @objc func selectDMIP(_ sender: NSMenuItem) { print("you selected me!") } } and I follow the instructions to put it in a Bundle and copy it into the main app. I run the main app. Change the Dock options to Keep in Dock. Quit the main app. Right-click the Dock icon. I get the menu, but when selected, it never prints "you selected me!" What I do see after selecting the menu item is the plugin class reloading. Any ideas how to capture the menu item selection?
Topic: UI Frameworks SubTopic: AppKit
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100
May ’25
Why my app clips is Unavailable
My App Clip is associated with three domains: • nfc.ttwifi.net • qr.ttwifi.net Currently, I’m experiencing an issue where scanning a QR code from qr.ttwifi.net correctly launches my App Clip. However, when I scan a QR code from nfc.ttwifi.net, it successfully displays the App Clip card but then shows the message “App Clip unavailable.” I checked the Website Status in App Store Connect, and both domains have their Debugging Status and Cache Status marked as Verified. One important detail to note: Yesterday, while submitting a new version for review, I noticed that nfc.ttwifi.net showed “Unable to connect to AASA file” in the Cache Status in App Store Connect. The cache status update time was March 27, 2025, at 6:52 PM. However, when I checked today, both domains appeared to be fine, and the cache status update time was March 27, 2025, at 7:07 PM. How can I restore the App Clip functionality for my nfc.ttwifi.net domain?
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Apr ’25
Loading secondary Icon
I want to add the option to choose an alternative icon inside the app. Is there a way to load an icon asset from within the app? I downloaded Apple’s alternative icon sample, which is supposed to show a list of icons to choose from, but even in the sample, it did not work. So the current solution is to add every alternative icon along with another image asset of the same image to display to the user. This sounds like a waste of bytes. Thank you in advance for any help.
Topic: UI Frameworks SubTopic: General
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Mar ’25
Improving references to localized strings in App Intents
In order to make referencing keys for localized strings a little more reliable, our application references generated constants for localized string keys: This eliminates the potential for developers to misspell a key when referencing a localized strings. And because these constants are automatically generated by the exact same process that provides localized strings for the application, each and every constant is guaranteed to have a localized string associated with it. I’m currently attempting to implement something similar for the localized strings referenced by our new App Intents. Our initial release of App Intent functionality is simply using string literals to reference localized strings: However, I am running into several issues when trying to reference the string keys as a constant. The closest I managed to get was defining the constant as either a LocalizationValue or as a StaticString and referencing the constant while initializing the LocalizedStringResource. With this approach, I see no errors from Xcode until I try and compile. What’s more is that the wording of the error being thrown is quite peculiar: As you can see with the sample code above, I am clearly calling LocalizedStringResource’s initializer directly as Indicated by the error. Is what I’m trying to do even possible with App Intents? From my research, it does look like iOS app localization is moving more towards using string literals for localized strings. Like with String Catalog’s ability to automatically generate entries from strings referenced in UI without the need for a key. However, we’d prefer to use constants if possible for the reasons listed above.
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138
Apr ’25
Using a WKWebView inside RealityView attachment causes crashes.
I have an attachment anchored to the head motion, and I put a WKWebView as the attachment. When I try to interact with the web view, the app crashes with the following errors: *** Assertion failure in -[UIGestureGraphEdge initWithLabel:sourceNode:targetNode:directed:], UIGestureGraphEdge.m:28 *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Invalid parameter not satisfying: targetNode' *** First throw call stack: (0x18e529340 0x185845e80 0x192c2283c 0x2433874d4 0x243382ebc 0x2433969a8 0x24339635c 0x243396088 0x243907760 0x2438e4c94 0x24397b488 0x24397e28c 0x243976a20 0x242d7fdc0 0x2437e6e88 0x2437e6254 0x18e4922ec 0x18e492230 0x18e49196c 0x18e48bf3c 0x18e48b798 0x1d3156090 0x2438c8530 0x2438cd240 0x19fde0d58 0x19fde0a64 0x19fa5890c 0x10503b0bc 0x10503b230 0x2572247b8) libc++abi: terminating due to uncaught exception of type NSException *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Invalid parameter not satisfying: targetNode' *** First throw call stack: (0x18e529340 0x185845e80 0x192c2283c 0x2433874d4 0x243382ebc 0x2433969a8 0x24339635c 0x243396088 0x243907760 0x2438e4c94 0x24397b488 0x24397e28c 0x243976a20 0x242d7fdc0 0x2437e6e88 0x2437e6254 0x18e4922ec 0x18e492230 0x18e49196c 0x18e48bf3c 0x18e48b798 0x1d3156090 0x2438c8530 0x2438cd240 0x19fde0d58 0x19fde0a64 0x19fa5890c 0x10503b0bc 0x10503b230 0x2572247b8) terminating due to uncaught exception of type NSException Message from debugger: killed This is the code for the RealityView struct ImmersiveView: View { @Environment(AppModel.self) private var appModel var body: some View { RealityView { content, attachments in let anchor = AnchorEntity(AnchoringComponent.Target.head) if let sceneAttachment = attachments.entity(for: "test") { sceneAttachment.position = SIMD3<Float>(0,0,-3.5) anchor.addChild(sceneAttachment) } content.add(anchor) } attachments: { Attachment(id: "test") { WebViewWrapper(webView: appModel.webViewModel.webView) } } } } This is the appModel: import SwiftUI import WebKit /// Maintains app-wide state @MainActor @Observable class AppModel { let immersiveSpaceID = "ImmersiveSpace" enum ImmersiveSpaceState { case closed case inTransition case open } var immersiveSpaceState = ImmersiveSpaceState.closed public let webViewModel = WebViewModel() } @MainActor final class WebViewModel { let webView = WKWebView() func loadViz(_ addressStr: String) { guard let url = URL(string: addressStr) else { return } webView.load(URLRequest(url: url)) } } struct WebViewWrapper: UIViewRepresentable { let webView: WKWebView func makeUIView(context: Context) -> WKWebView { webView } func updateUIView(_ uiView: WKWebView, context: Context) { } } and finally the ContentView where I added a button to load the webpage: struct ContentView: View { @Environment(AppModel.self) private var appModel var body: some View { VStack { ToggleImmersiveSpaceButton() Button("Go") { appModel.webViewModel.loadViz("http://apple.com") } } .padding() } }
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May ’25
FileDocument project executes ContentView(document:) twice
When I transitioned my document project to iOS 18.4 from iOS 17.4, the DocumentGroup's closure runs twice both on device, and simulator. This means that if this closure runs say ContentView(document:), it does this twice in iOS 18.4 (probably 18.x). This project uses FileDocument I created a new document project from the document app template, and it exhibits the same double load behavior in iOS 18.4, and single load behavior in iOS 17.4. Both tests are run in the simulator. Does this behavior reflect a semantic requirement where the app should be able to work with multiple document loads, or is this a bug in the document system. Compiling with Swift 5 or Swift 6 for iOS 18.4. The template provided FileDocument adopted document is used with no changes. ...App.swift: import SwiftUI @main struct Double_Document_Start_ProblemApp: App { var body: some Scene { DocumentGroup(newDocument: Double_Document_Start_ProblemDocument()) { file in ContentView(document: file.$document) } } } =========================== ContentView.swift: import SwiftUI struct ContentView: View { static private var startCount: Int = 0 @Binding var document: Double_Document_Start_ProblemDocument var body: some View { Text(document.text) .onAppear { Self.startCount += 1 // GDEBUG print("Text start: \(Self.startCount).") } //TextEditor(text: $document.text) } } #if false #Preview { ContentView(document: .constant(Double_Document_Start_ProblemDocument())) } #endif =========================== Copy/paste of console output: Text start: 1. Text start: 2. ===========================
Topic: UI Frameworks SubTopic: SwiftUI
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Apr ’25
Food Truck Sample animation issue from Table Component
Hi! I'm seeing some weird animation issues building the Food Truck sample application.^1 I'm running from macOS 15.4 and Xcode 16.3. I'm building the Food Truck application for macOS. I'm not focusing on iOS for now. The FoodTruckModel adds new Order values with an animation: // FoodTruckModel.swift withAnimation(.spring(response: 0.4, dampingFraction: 1)) { self.orders.append(orderGenerator.generateOrder(number: orders.count + 1, date: .now, generator: &generator)) } This then animates the OrdersTable when new Order values are added. Here is a small change to OrdersTable: // OrdersTable.swift - @State private var sortOrder = [KeyPathComparator(\Order.status, order: .reverse)] + @State private var sortOrder = [KeyPathComparator(\Order.creationDate, order: .reverse)] Running the app now inserts new Order values at the top. The problem is I seem to be seeing some weird animation issues here. It seems that as soon as the new Order comes in there is some kind of weird glitch where it appears as if part the animation is coming from the side instead of down from the top: What's then more weird is that if I seem to affect the state of the Table in any way then the next Order comes in with perfect animation. Scrolling the Table fixes the animation. Changing the creationData sort order from reverse to forward and back to reverse fixes the animation. Any ideas? Is there something about how the Food Truck product is built that would cause this to happen? Is this an underlying issue in the SwiftUI infra?
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Apr ’25
popup window don't react to touch on iOS 18, works fine on iOS 17
popup window don't react to touch on iOS 18, works fine on iOS 17, this is the code: import SwiftUI extension View { public func popup<Content, Item>( item: Binding<Item?>, onDismiss: (() -> Void)? = nil, @ViewBuilder content: @escaping (Item) -> Content ) -> some View where Content: View, Item: Equatable { return self.overlay( PopupWrapper(item: item, onDismiss: onDismiss, content: content) ) } } struct PopupWrapper<Content, Item>: View where Content: View, Item: Equatable { @Binding var item: Item? var onDismiss: (() -> Void)? var content: (Item) -> Content @State var isAnimating = false var body: some View { Group { if let item { ZStack { Color.black .opacity(0.3) .ignoresSafeArea() .contentShape(Rectangle()) .gesture( TapGesture().onEnded { withAnimation(.spring(duration: 0.2)) { isAnimating = false DispatchQueue.main.asyncAfter(deadline: .now() + 0.2) { dismiss() } } } ) content(item) .scaleEffect(isAnimating ? 1 : 0.3) .opacity(isAnimating ? 1 : 0) .onAppear { withAnimation(.spring(duration: 0.3)) { isAnimating = true } } .gesture( TapGesture().onEnded { withAnimation(.spring(duration: 0.2)) { isAnimating = false DispatchQueue.main.asyncAfter(deadline: .now() + 0.2) { dismiss() } } } ) .onDisappear { dismiss() } } } else { EmptyView() } } } func dismiss() { item = nil isAnimating = false onDismiss?() } }
Topic: UI Frameworks SubTopic: SwiftUI
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Apr ’25
Correct way to run modal session?
My assumption has always been that [NSApp runModalForWindow:] runs a modal window in NSModalPanelRunLoopMode. However, while -[NSApplication _doModalLoop:peek:] seems to use NSModalPanelRunLoopMode when pulling out the next event to process via nextEventMatchingMask:untilDate:inMode:dequeue:, the current runloop doesn't seem to be running in that mode, so during -[NSApplication(NSEventRouting) sendEvent:] of the modal-specific event, NSRunLoop.currentRunLoop.currentMode returns kCFRunLoopDefaultMode. From what I can tell, this means that any event processing code that e.g. uses [NSTimer addTimer:forMode:] based on the current mode will register a timer that will not fire until the modal session ends. Is this a bug? Or if not, is the correct way to run a modal session something like this? [NSRunLoop.currentRunLoop performInModes:@[NSModalPanelRunLoopMode] block:^{ [NSApp runModalForWindow:window]; }]; [NSRunLoop.currentRunLoop limitDateForMode:NSModalPanelRunLoopMode]; Alternatively, if the mode of the runloop should stay the same, I've seen suggestions to run modal sessions like this: NSModalSession session = [NSApp beginModalSessionForWindow:theWindow]; for (;;) { if ([NSApp runModalSession:session] != NSModalResponseContinue) break; [NSRunLoop.currentRunLoop limitDateForMode:NSModalPanelRunLoopMode]; } [NSApp endModalSession:session]; Which would work around the fact that the timer/callbacks were scheduled in the "wrong" mode. But running NSModalPanelRunLoopMode during a modal session seems a bit scary. Won't that potentially break the modality?
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119
Mar ’25
How to reopen a closed SwiftUI WindowGroup window programmatically without user interaction?
I’m building a macOS app using SwiftUI with a WindowGroup(id: "rootWindow") for the main UI. The app shows a countdown timer, and the timer continues to run even after the user closes the main window (clicks the red "X"). When the timer reaches 0, I want to automatically reopen that window and bring the app to the front. I’m currently using the following code to bring the app to the foreground and show the window when the app is still open (but not focused/resign active state): NSApp.activate(ignoringOtherApps: true) NSApp.windows.forEach { window in if window.identifier?.rawValue.starts(with: "rootWindow") { window.makeKeyAndOrderFront(nil) } } However, this doesn’t work when the window has been closed. At that point, NSApp.windows no longer contains my SwiftUI window, and I have no reference to recreate or reopen it. I also cannot use openWindow environment value as it requires a view. How can I programmatically reopen a SwiftUI WindowGroup window after it’s been closed, without requiring any user interaction (like clicking the Dock icon)?
Replies
2
Boosts
0
Views
137
Activity
May ’25
GroupBox breaks ability of XCTest to find popovers?
I'm using Xcode 14.3.1 on macOS 13.5, and I've managed to reproduce my issue in a trivial application. All the project settings are left at the defaults for a macOS project. It looks like using a GroupBox breaks the ability of XCTest to find popovers connected to buttons (I suspect any UI element) inside the GroupBox. The debug console output from the code below lists 15 descendants from my window with the outside-the-GroupBox popover open, and one of them is definitely a popover. With the inside-the-GroupBox popover open, my window only shows nine descendants, and no popover (the rest of the difference is the popover's contents). It's simple enough I don't see what I could be doing wrong: import SwiftUI @main struct GroupBox_Popover_DemoApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { @State var outsidePopoverPresented: Bool = false @State var insidePopoverPresented: Bool = false var body: some View { VStack { Button("Outside GroupBox") { outsidePopoverPresented = true } .popover(isPresented: $outsidePopoverPresented, attachmentAnchor: .point(.leading), arrowEdge: .leading) { Popover(selected: .constant("Item A"), isPresented: $outsidePopoverPresented) } .padding() GroupBox { Button("Inside GroupBox") { insidePopoverPresented = true } .popover(isPresented: $insidePopoverPresented, attachmentAnchor: .point(.leading), arrowEdge: .leading) { Popover(selected: .constant("Item B"), isPresented: $insidePopoverPresented) } .padding() } } .padding() } } struct Popover: View { @Binding var selected: String @Binding var isPresented: Bool var body: some View { VStack(alignment: .leading) { Picker("", selection: $selected) { Text("Item A").tag("Item A") Text("Item B").tag("Item B") Text("Item C").tag("Item C") } .pickerStyle(.radioGroup) HStack { Spacer() Button("Cancel") { isPresented = false } } } .padding() .frame(width: 200) } } Then in my UI tests: import XCTest final class GroupBox_Popover_DemoUITests: XCTestCase { let mainWindow = XCUIApplication().windows override func setUpWithError() throws { continueAfterFailure = false XCUIApplication().launch() } func testPopovers() { let myDescendants = mainWindow.descendants(matching: .any) mainWindow.buttons["Outside GroupBox"].click() print("Window descendants with outside popover open:") print(myDescendants.debugDescription) mainWindow.popovers.buttons["Cancel"].click() mainWindow.buttons["Inside GroupBox"].click() print("Window descendants with inside popover open:") print(myDescendants.debugDescription) mainWindow.popovers.buttons["Cancel"].click() XCTAssert(true, "Test was able to hit cancel on both popovers.") } } Any ideas? Have I missed unchecking some "Ignore anything in a GroupBox" checkbox somewhere?
Replies
3
Boosts
0
Views
825
Activity
Apr ’25
iOS 17 Bug? Adding a .sheet to a .fullscreencover makes background opaque
I am working on creating a custom Popup View based on a .fullscreenCover. The .fullscreenCover is used to place the Popup content on screen on a semi-transparent background. While this works on iOS 18, there is a problem on iOS 17: When the Popup content contains a .sheet, the background is not transparent any more but opaque. Image: iOS 17. When showing the Popup an opaque background covers the main content. When tapping on the background it turns transparent. Image: iOS 18. Everything works as intended. When showing the Popup the main background is covered with a semi-transparent background. Removing the .sheet(...) from the Popup content solves the problem. It does not matter if the sheet is used or not. Adding it to the view code is enough to trigger the problem. Using a .sheet within a .fullscreenCover should not be a problem as far as I know. Is this a bug in iOS 17 or is there something wrong with my code? Code: struct SwiftUIView: View { @State var isPresented: Bool = false @State var sheetPresented: Bool = false var body: some View { ZStack { VStack { Color.red.frame(maxHeight: .infinity) Color.green.frame(maxHeight: .infinity) Color.yellow.frame(maxHeight: .infinity) Color.blue.frame(maxHeight: .infinity) } Button("Show") { isPresented = true } .padding() .background(.white) Popup(isPresented: $isPresented) { VStack { Button("Dismiss") { isPresented = false } } .frame(maxWidth: 300) .padding() .background( RoundedRectangle(cornerRadius: 20) .fill(.white) ) .sheet(isPresented: $sheetPresented) { Text("Hallo") } } } } } struct Popup<Content: View>: View { @Binding var isPresented: Bool let content: () -> Content init(isPresented: Binding<Bool>, @ViewBuilder _ content: @escaping () -> Content) { _isPresented = isPresented self.content = content } @State private var internalIsPresented: Bool = false @State private var isShowing: Bool = false let transitionDuration: TimeInterval = 0.5 var body: some View { ZStack { } .fullScreenCover(isPresented: $internalIsPresented) { VStack { content() } .frame(maxWidth: .infinity, maxHeight: .infinity) .background( Color.black.opacity(0.5) .opacity(isShowing ? 1 : 0) .animation(.easeOut(duration: transitionDuration), value: isShowing) .ignoresSafeArea() ) .presentationBackground(.clear) .onAppear { isShowing = true } .onDisappear { isShowing = false } } .onChange(of: isPresented) { _ in withoutAnimation { internalIsPresented = isPresented } } } } extension View { func withoutAnimation(action: @escaping () -> Void) { var transaction = Transaction() transaction.disablesAnimations = true withTransaction(transaction) { action() } } }
Topic: UI Frameworks SubTopic: SwiftUI
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105
Activity
May ’25
The issue of unable to use document type for Mac catalyst project
Hello, I have encountered a question that I hope to receive an answer to. Currently, I am working on a music project for Mac Catalyst and need to enable music files such as FLAC to be opened by right clicking to view my Mac Catalyst app. But currently, I have encountered a problem where I can see my app option in the right-click open mode after debugging the newly created macOS project using the following configuration. But when I created an iOS project and converted it to a Mac Catalyst app, and then modified the info.plist with the same configuration, I couldn't see my app in the open mode after debugging. May I ask how to solve this problem? Do I need to configure any permissions or features in the Mac Catalyst project? I have been searching for a long time but have not found a solution regarding it. Please resolve it, thank you. Here is the configuration of my macOS project: CFBundleDocumentTypes CFBundleTypeExtensions flac CFBundleTypeIconSystemGenerated 1 CFBundleTypeName FLAC Audio File CFBundleTypeRole Viewer LSHandlerRank Default Note: Sandbox permissions have been enabled for both the macOS project and the iOS to Mac Catalyst project. The Mac Catalyst project also has additional permissions for com. apple. security. files. user taught. read write
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152
Activity
Mar ’25
UIPasteControl Not Recognizing Tap
I have an iOS app where I'm trying to paste something previously copied to the user's UIPasteboard. I came across the UIPasteControl as an option for a user to tap to silently paste without having the prompt "Allow Paste" pop up. For some reason, despite having what seemingly is the correct configurations for the UIPasteControl, on testing a tap, nothing is called. I expected override func paste(itemProviders: [NSItemProvider]) to fire, but it does not. Any help would be appreciated as there doesn't seem to be much info anywhere regarding UIPasteControl. import UniformTypeIdentifiers class ViewController: UIViewController { private let pasteControl = UIPasteControl() override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .systemBackground pasteControl.target = self pasteConfiguration = UIPasteConfiguration(acceptableTypeIdentifiers: [ UTType.text.identifier, UTType.url.identifier, UTType.plainText.identifier ]) view.addSubview(pasteControl) pasteControl.translatesAutoresizingMaskIntoConstraints = false NSLayoutConstraint.activate([ pasteControl.centerXAnchor.constraint(equalTo: view.centerXAnchor), pasteControl.centerYAnchor.constraint(equalTo: view.centerYAnchor), ]) } } extension ViewController { override func paste(itemProviders: [NSItemProvider]) { for provider in itemProviders { if provider.hasItemConformingToTypeIdentifier(UTType.url.identifier) { provider.loadObject(ofClass: URL.self) { [weak self] reading, _ in guard let url = reading as? URL else { return } print(url) } } else if provider.hasItemConformingToTypeIdentifier(UTType.plainText.identifier) { provider.loadObject(ofClass: NSString.self) { [weak self] reading, _ in guard let nsstr = reading as? NSString else { return } let str = nsstr as String if let url = URL(string: str) { print(url) } } } } } }
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123
Activity
Apr ’25
When I paste text into a TextEditor, a memory leak occurs.
Pasting either plain or styled text into any TextEditor results in a memory leak. import SwiftUI struct EditorView: View { @State private var inputText: String = "" var body: some View { VStack{ TextEditor(text: $inputText) .frame(minHeight: 150) } } }
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106
Activity
Mar ’25
Crashes on iOS 18.4
We've seen a spike in crashes on iOS 18.4 across both iPhone & iPad. We can't reproduce it, but it looks like it happens when the app goes into the background. Crash Log
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362
Activity
Mar ’25
Document-based app failing in Mac Catalyst
A document-based app that's been running fine on iPad and Mac Catalyst has stopped working on the Mac as of Sequoia 15.3. After the user selects a document to open, my app never gets called back from Apple's framework. (The app works fine on iPadOS.) Anybody else see this? I filed a feedback, FB16506048, several weeks ago but have had no reply.
Topic: UI Frameworks SubTopic: SwiftUI
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194
Activity
Mar ’25
GPS Track Navigation with MapKit?
I want to create a MKRoute from a list of MKMapPoints or coordinates. But apparently MKRoute can only be generated from a MKDirections request from Apple's servers. The primary use of my app will be activities (eg hiking) in the back country where (1) a network connection likely won't be available and (2) there likely will not be a trail in Apple's map network. For example I want to provide navigation for following a recorded GPS track or my only MKPolyLines. Note that I am required to use MapKit (3rd party map SDKs are not an option for a number of reasons). It feels like a huge missed opportunity if MapKit doesn't allow Routes to be created from a predetermined list of coordinates. Does anyone know of any solutions for this problem either somehow creating a MKRoute from a list of coordinates or a 3rd party library? I've searched but haven't had any luck finding a solution. It seems like something like this must exist so I thought I'd ask.
Topic: UI Frameworks SubTopic: UIKit Tags:
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81
Activity
Apr ’25
NSDockTilePlugIn and dockMenu selector never returns
I have a class: class MyDockTilePlugin: NSObject, NSDockTilePlugIn { func setDockTile(_ dockTile: NSDockTile?) { return } func dockMenu() -> NSMenu? { let menu = NSMenu() let it = NSMenuItem(title: "choose me!", action: #selector(self.selectDMIP(_:)), keyEquivalent: "") it.target = self menu.addItem(it) return menu } @objc func selectDMIP(_ sender: NSMenuItem) { print("you selected me!") } } and I follow the instructions to put it in a Bundle and copy it into the main app. I run the main app. Change the Dock options to Keep in Dock. Quit the main app. Right-click the Dock icon. I get the menu, but when selected, it never prints "you selected me!" What I do see after selecting the menu item is the plugin class reloading. Any ideas how to capture the menu item selection?
Topic: UI Frameworks SubTopic: AppKit
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100
Activity
May ’25
Why my app clips is Unavailable
My App Clip is associated with three domains: • nfc.ttwifi.net • qr.ttwifi.net Currently, I’m experiencing an issue where scanning a QR code from qr.ttwifi.net correctly launches my App Clip. However, when I scan a QR code from nfc.ttwifi.net, it successfully displays the App Clip card but then shows the message “App Clip unavailable.” I checked the Website Status in App Store Connect, and both domains have their Debugging Status and Cache Status marked as Verified. One important detail to note: Yesterday, while submitting a new version for review, I noticed that nfc.ttwifi.net showed “Unable to connect to AASA file” in the Cache Status in App Store Connect. The cache status update time was March 27, 2025, at 6:52 PM. However, when I checked today, both domains appeared to be fine, and the cache status update time was March 27, 2025, at 7:07 PM. How can I restore the App Clip functionality for my nfc.ttwifi.net domain?
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251
Activity
Apr ’25
Loading secondary Icon
I want to add the option to choose an alternative icon inside the app. Is there a way to load an icon asset from within the app? I downloaded Apple’s alternative icon sample, which is supposed to show a list of icons to choose from, but even in the sample, it did not work. So the current solution is to add every alternative icon along with another image asset of the same image to display to the user. This sounds like a waste of bytes. Thank you in advance for any help.
Topic: UI Frameworks SubTopic: General
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82
Activity
Mar ’25
Improving references to localized strings in App Intents
In order to make referencing keys for localized strings a little more reliable, our application references generated constants for localized string keys: This eliminates the potential for developers to misspell a key when referencing a localized strings. And because these constants are automatically generated by the exact same process that provides localized strings for the application, each and every constant is guaranteed to have a localized string associated with it. I’m currently attempting to implement something similar for the localized strings referenced by our new App Intents. Our initial release of App Intent functionality is simply using string literals to reference localized strings: However, I am running into several issues when trying to reference the string keys as a constant. The closest I managed to get was defining the constant as either a LocalizationValue or as a StaticString and referencing the constant while initializing the LocalizedStringResource. With this approach, I see no errors from Xcode until I try and compile. What’s more is that the wording of the error being thrown is quite peculiar: As you can see with the sample code above, I am clearly calling LocalizedStringResource’s initializer directly as Indicated by the error. Is what I’m trying to do even possible with App Intents? From my research, it does look like iOS app localization is moving more towards using string literals for localized strings. Like with String Catalog’s ability to automatically generate entries from strings referenced in UI without the need for a key. However, we’d prefer to use constants if possible for the reasons listed above.
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138
Activity
Apr ’25
Using a WKWebView inside RealityView attachment causes crashes.
I have an attachment anchored to the head motion, and I put a WKWebView as the attachment. When I try to interact with the web view, the app crashes with the following errors: *** Assertion failure in -[UIGestureGraphEdge initWithLabel:sourceNode:targetNode:directed:], UIGestureGraphEdge.m:28 *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Invalid parameter not satisfying: targetNode' *** First throw call stack: (0x18e529340 0x185845e80 0x192c2283c 0x2433874d4 0x243382ebc 0x2433969a8 0x24339635c 0x243396088 0x243907760 0x2438e4c94 0x24397b488 0x24397e28c 0x243976a20 0x242d7fdc0 0x2437e6e88 0x2437e6254 0x18e4922ec 0x18e492230 0x18e49196c 0x18e48bf3c 0x18e48b798 0x1d3156090 0x2438c8530 0x2438cd240 0x19fde0d58 0x19fde0a64 0x19fa5890c 0x10503b0bc 0x10503b230 0x2572247b8) libc++abi: terminating due to uncaught exception of type NSException *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Invalid parameter not satisfying: targetNode' *** First throw call stack: (0x18e529340 0x185845e80 0x192c2283c 0x2433874d4 0x243382ebc 0x2433969a8 0x24339635c 0x243396088 0x243907760 0x2438e4c94 0x24397b488 0x24397e28c 0x243976a20 0x242d7fdc0 0x2437e6e88 0x2437e6254 0x18e4922ec 0x18e492230 0x18e49196c 0x18e48bf3c 0x18e48b798 0x1d3156090 0x2438c8530 0x2438cd240 0x19fde0d58 0x19fde0a64 0x19fa5890c 0x10503b0bc 0x10503b230 0x2572247b8) terminating due to uncaught exception of type NSException Message from debugger: killed This is the code for the RealityView struct ImmersiveView: View { @Environment(AppModel.self) private var appModel var body: some View { RealityView { content, attachments in let anchor = AnchorEntity(AnchoringComponent.Target.head) if let sceneAttachment = attachments.entity(for: "test") { sceneAttachment.position = SIMD3<Float>(0,0,-3.5) anchor.addChild(sceneAttachment) } content.add(anchor) } attachments: { Attachment(id: "test") { WebViewWrapper(webView: appModel.webViewModel.webView) } } } } This is the appModel: import SwiftUI import WebKit /// Maintains app-wide state @MainActor @Observable class AppModel { let immersiveSpaceID = "ImmersiveSpace" enum ImmersiveSpaceState { case closed case inTransition case open } var immersiveSpaceState = ImmersiveSpaceState.closed public let webViewModel = WebViewModel() } @MainActor final class WebViewModel { let webView = WKWebView() func loadViz(_ addressStr: String) { guard let url = URL(string: addressStr) else { return } webView.load(URLRequest(url: url)) } } struct WebViewWrapper: UIViewRepresentable { let webView: WKWebView func makeUIView(context: Context) -> WKWebView { webView } func updateUIView(_ uiView: WKWebView, context: Context) { } } and finally the ContentView where I added a button to load the webpage: struct ContentView: View { @Environment(AppModel.self) private var appModel var body: some View { VStack { ToggleImmersiveSpaceButton() Button("Go") { appModel.webViewModel.loadViz("http://apple.com") } } .padding() } }
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125
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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103
Activity
May ’25
FileDocument project executes ContentView(document:) twice
When I transitioned my document project to iOS 18.4 from iOS 17.4, the DocumentGroup's closure runs twice both on device, and simulator. This means that if this closure runs say ContentView(document:), it does this twice in iOS 18.4 (probably 18.x). This project uses FileDocument I created a new document project from the document app template, and it exhibits the same double load behavior in iOS 18.4, and single load behavior in iOS 17.4. Both tests are run in the simulator. Does this behavior reflect a semantic requirement where the app should be able to work with multiple document loads, or is this a bug in the document system. Compiling with Swift 5 or Swift 6 for iOS 18.4. The template provided FileDocument adopted document is used with no changes. ...App.swift: import SwiftUI @main struct Double_Document_Start_ProblemApp: App { var body: some Scene { DocumentGroup(newDocument: Double_Document_Start_ProblemDocument()) { file in ContentView(document: file.$document) } } } =========================== ContentView.swift: import SwiftUI struct ContentView: View { static private var startCount: Int = 0 @Binding var document: Double_Document_Start_ProblemDocument var body: some View { Text(document.text) .onAppear { Self.startCount += 1 // GDEBUG print("Text start: \(Self.startCount).") } //TextEditor(text: $document.text) } } #if false #Preview { ContentView(document: .constant(Double_Document_Start_ProblemDocument())) } #endif =========================== Copy/paste of console output: Text start: 1. Text start: 2. ===========================
Topic: UI Frameworks SubTopic: SwiftUI
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71
Activity
Apr ’25
Food Truck Sample animation issue from Table Component
Hi! I'm seeing some weird animation issues building the Food Truck sample application.^1 I'm running from macOS 15.4 and Xcode 16.3. I'm building the Food Truck application for macOS. I'm not focusing on iOS for now. The FoodTruckModel adds new Order values with an animation: // FoodTruckModel.swift withAnimation(.spring(response: 0.4, dampingFraction: 1)) { self.orders.append(orderGenerator.generateOrder(number: orders.count + 1, date: .now, generator: &generator)) } This then animates the OrdersTable when new Order values are added. Here is a small change to OrdersTable: // OrdersTable.swift - @State private var sortOrder = [KeyPathComparator(\Order.status, order: .reverse)] + @State private var sortOrder = [KeyPathComparator(\Order.creationDate, order: .reverse)] Running the app now inserts new Order values at the top. The problem is I seem to be seeing some weird animation issues here. It seems that as soon as the new Order comes in there is some kind of weird glitch where it appears as if part the animation is coming from the side instead of down from the top: What's then more weird is that if I seem to affect the state of the Table in any way then the next Order comes in with perfect animation. Scrolling the Table fixes the animation. Changing the creationData sort order from reverse to forward and back to reverse fixes the animation. Any ideas? Is there something about how the Food Truck product is built that would cause this to happen? Is this an underlying issue in the SwiftUI infra?
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72
Activity
Apr ’25
How do I create Edit Action Menus in SwiftUI on macOS?
Various TextField and TextView elements of Apple apps have text edit actions for text correction, but also auto completion. How can I create such a menu for a TextField in SwiftUI on macOS? the textCompletion modifier did not result in this menu. Many thanks in advance! Jan
Topic: UI Frameworks SubTopic: SwiftUI
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49
Activity
May ’25
popup window don't react to touch on iOS 18, works fine on iOS 17
popup window don't react to touch on iOS 18, works fine on iOS 17, this is the code: import SwiftUI extension View { public func popup<Content, Item>( item: Binding<Item?>, onDismiss: (() -> Void)? = nil, @ViewBuilder content: @escaping (Item) -> Content ) -> some View where Content: View, Item: Equatable { return self.overlay( PopupWrapper(item: item, onDismiss: onDismiss, content: content) ) } } struct PopupWrapper<Content, Item>: View where Content: View, Item: Equatable { @Binding var item: Item? var onDismiss: (() -> Void)? var content: (Item) -> Content @State var isAnimating = false var body: some View { Group { if let item { ZStack { Color.black .opacity(0.3) .ignoresSafeArea() .contentShape(Rectangle()) .gesture( TapGesture().onEnded { withAnimation(.spring(duration: 0.2)) { isAnimating = false DispatchQueue.main.asyncAfter(deadline: .now() + 0.2) { dismiss() } } } ) content(item) .scaleEffect(isAnimating ? 1 : 0.3) .opacity(isAnimating ? 1 : 0) .onAppear { withAnimation(.spring(duration: 0.3)) { isAnimating = true } } .gesture( TapGesture().onEnded { withAnimation(.spring(duration: 0.2)) { isAnimating = false DispatchQueue.main.asyncAfter(deadline: .now() + 0.2) { dismiss() } } } ) .onDisappear { dismiss() } } } else { EmptyView() } } } func dismiss() { item = nil isAnimating = false onDismiss?() } }
Topic: UI Frameworks SubTopic: SwiftUI
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2
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83
Activity
Apr ’25
Correct way to run modal session?
My assumption has always been that [NSApp runModalForWindow:] runs a modal window in NSModalPanelRunLoopMode. However, while -[NSApplication _doModalLoop:peek:] seems to use NSModalPanelRunLoopMode when pulling out the next event to process via nextEventMatchingMask:untilDate:inMode:dequeue:, the current runloop doesn't seem to be running in that mode, so during -[NSApplication(NSEventRouting) sendEvent:] of the modal-specific event, NSRunLoop.currentRunLoop.currentMode returns kCFRunLoopDefaultMode. From what I can tell, this means that any event processing code that e.g. uses [NSTimer addTimer:forMode:] based on the current mode will register a timer that will not fire until the modal session ends. Is this a bug? Or if not, is the correct way to run a modal session something like this? [NSRunLoop.currentRunLoop performInModes:@[NSModalPanelRunLoopMode] block:^{ [NSApp runModalForWindow:window]; }]; [NSRunLoop.currentRunLoop limitDateForMode:NSModalPanelRunLoopMode]; Alternatively, if the mode of the runloop should stay the same, I've seen suggestions to run modal sessions like this: NSModalSession session = [NSApp beginModalSessionForWindow:theWindow]; for (;;) { if ([NSApp runModalSession:session] != NSModalResponseContinue) break; [NSRunLoop.currentRunLoop limitDateForMode:NSModalPanelRunLoopMode]; } [NSApp endModalSession:session]; Which would work around the fact that the timer/callbacks were scheduled in the "wrong" mode. But running NSModalPanelRunLoopMode during a modal session seems a bit scary. Won't that potentially break the modality?
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119
Activity
Mar ’25