Explore the various UI frameworks available for building app interfaces. Discuss the use cases for different frameworks, share best practices, and get help with specific framework-related questions.

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A Summary of the WWDC25 Group Lab - UI Frameworks
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for UI Frameworks. How would you recommend developers start adopting the new design? Start by focusing on the foundational structural elements of your application, working from the "top down" or "bottom up" based on your application's hierarchy. These structural changes, like edge-to-edge content and updated navigation and controls, often require corresponding code modifications. As a first step, recompile your application with the new SDK to see what updates are automatically applied, especially if you've been using standard controls. Then, carefully analyze where the new design elements can be applied to your UI, paying particular attention to custom controls or UI that could benefit from a refresh. Address the large structural items first then focus on smaller details is recommended. Will we need to migrate our UI code to Swift and SwiftUI to adopt the new design? No, you will not need to migrate your UI code to Swift and SwiftUI to adopt the new design. The UI frameworks fully support the new design, allowing you to migrate your app with as little effort as possible, especially if you've been using standard controls. The goal is to make it easy to adopt the new design, regardless of your current UI framework, to achieve a cohesive look across the operating system. What was the reason for choosing Liquid Glass over frosted glass, as used in visionOS? The choice of Liquid Glass was driven by the desire to bring content to life. The see-through nature of Liquid Glass enhances this effect. The appearance of Liquid Glass adapts based on its size; larger glass elements look more frosted, which aligns with the design of visionOS, where everything feels larger and benefits from the frosted look. What are best practices for apps that use customized navigation bars? The new design emphasizes behavior and transitions as much as static appearance. Consider whether you truly need a custom navigation bar, or if the system-provided controls can meet your needs. Explore new APIs for subtitles and custom views in navigation bars, designed to support common use cases. If you still require a custom solution, ensure you're respecting safe areas using APIs like SwiftUI's safeAreaInset. When working with Liquid Glass, group related buttons in shared containers to maintain design consistency. Finally, mark glass containers as interactive. For branding, instead of coloring the navigation bar directly, consider incorporating branding colors into the content area behind the Liquid Glass controls. This creates a dynamic effect where the color is visible through the glass and moves with the content as the user scrolls. I want to know why new UI Framework APIs aren’t backward compatible, specifically in SwiftUI? It leads to code with lots of if-else statements. Existing APIs have been updated to work with the new design where possible, ensuring that apps using those APIs will adopt the new design and function on both older and newer operating systems. However, new APIs often depend on deep integration across the framework and graphics stack, making backward compatibility impractical. When using these new APIs, it's important to consider how they fit within the context of the latest OS. The use of if-else statements allows you to maintain compatibility with older systems while taking full advantage of the new APIs and design features on newer systems. If you are using new APIs, it likely means you are implementing something very specific to the new design language. Using conditional code allows you to intentionally create different code paths for the new design versus older operating systems. Prefer to use if #available where appropriate to intentionally adopt new design elements. Are there any Liquid Glass materials in iOS or macOS that are only available as part of dedicated components? Or are all those materials available through new UIKit and AppKit views? Yes, some variations of the Liquid Glass material are exclusively available through dedicated components like sliders, segmented controls, and tab bars. However, the "regular" and "clear" glass materials should satisfy most application requirements. If you encounter situations where these options are insufficient, please file feedback. If I were to create an app today, how should I design it to make it future proof using Liquid Glass? The best approach to future-proof your app is to utilize standard system controls and design your UI to align with the standard system look and feel. Using the framework-provided declarative API generally leads to easier adoption of future design changes, as you're expressing intent rather than specifying pixel-perfect visuals. Pay close attention to the design sessions offered this year, which cover the design motivation behind the Liquid Glass material and best practices for its use. Is it possible to implement your own sidebar on macOS without NSSplitViewController, but still provide the Liquid Glass appearance? While technically possible to create a custom sidebar that approximates the Liquid Glass appearance without using NSSplitViewController, it is not recommended. The system implementation of the sidebar involves significant unseen complexity, including interlayering with scroll edge effects and fullscreen behaviors. NSSplitViewController provides the necessary level of abstraction for the framework to handle these details correctly. Regarding the SceneDelagate and scene based life-cycle, I would like to confirm that AppDelegate is not going away. Also if the above is a correct understanding, is there any advice as to what should, and should not, be moved to the SceneDelegate? UIApplicationDelegate is not going away and still serves a purpose for application-level interactions with the system and managing scenes at a higher level. Move code related to your app's scene or UI into the UISceneDelegate. Remember that adopting scenes doesn't necessarily mean supporting multiple scenes; an app can be scene-based but still support only one scene. Refer to the tech note Migrating to the UIKit scene-based life cycle and the Make your UIKit app more flexible WWDC25 session for more information.
Topic: UI Frameworks SubTopic: General
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Jun ’25
Live Q&A Summary - SwiftUI foundations: Build great apps with SwiftUI
Here’s a recap of the Live Q&A for SwiftUI foundations: Build great apps with SwiftUI. If you participated and asked questions, thank you for coming and participating! If you weren’t able to join us live we hope this recap is useful Where can I watch the VOD? Is the sample code “Wishlist” that was shown available for download? You can view the replay of the entire event here https://www.youtube.com/watch?v=Z3vloOtZLkQ The sample code for the Wishlist app will be made available in the coming weeks on the Apple Developer website, we'll send an update via email when it is available. What are the best practices when it comes to building complex navigations in SwiftUI? The developer website has documentation on navigation style best practices. Explore navigation basics like NavigationStack and TabView to get a ground-up understanding. For documentation on navigation APIs see Navigation. How can I integrate UIKit with my SwiftUI app? What about adding SwiftUI into my UIKit app? See UIKit integration: Add UIKit views to your SwiftUI app, or use SwiftUI views in your UIKit app. Both UIKit and SwiftUI provide API to show a view hierarchy of the other. For UIKit to SwiftUI, you would use UIViewControllerRepresentable. For SwiftUI to UIKit, you would use UIHostingController. Landmarks: Interfacing with UIKit walks you through step by step how to implement UIKit in SwiftUI with UIViewControllerRepresentable, and this WWDC22 video demonstrates UIHostingController, for those that want to add SwiftUI to their UIKit. Does Wishlist feature a new iOS 26 font? How can I add custom fonts and text of my app? We’re glad to hear many of you liked wide text shown in Wishlist, however, It is the default system font with some light SwiftUI styling! Check it out for yourself in the sample code when made available, and you can learn more about customizing fonts and text by seeing Font and Applying custom fonts to text. Does Xcode have a dependency graph we can use to optimize our SwiftUI Views? Xcode comes with Instruments. Instruments is the best way to figure out what is causing excessive updates and other issues with performance. That link provides direct tutorials and resources for how to use and understand. Previews also have many useful tools for analyzing SwiftUI views, for more info see Previews in Xcode Check out this video from our latest WWDC Optimize SwiftUI performance with Instruments for information on how to use Instruments to profile and optimize your app with real-world applications If you still have questions, Check out the Instruments section of these forums and create a post so the community has the opportunity to help guide you. Are there UI debugging tools to help diagnose layout issues? Yes, Xcode also features a View Debugger located by selecting the View Debug Hierarchy, pictured below. Use the View Debugger to capture and inspect your view hierarchy, identifying which views affect window sizing. The SwiftUI Inspector also lets you examine view frames and layout behavior. See Diagnosing issues in the appearance of a running app to learn about debugging visual and layout issues. As an absolute beginner, what would be the first go-to step to go for training? Do I need prior knowledge of frameworks to get started with SwiftUI? A great place to learn how to develop for Apple platforms is with Pathways! Many developers start with Develop in Swift tutorials, which exposes you to several frameworks while teaching you the basics of SwiftUI. When you're ready to take your learning further, you can read the documentation for the specific frameworks that interest you at https://developer.apple.com/documentation/.
Topic: UI Frameworks SubTopic: SwiftUI
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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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106
Mar ’25
RePlayKit:screen recording method return sampleBuffer is nil
I want record screen in my app,the method startCaptureWithHandler:completionHandler:,the sampleBuffer, It is supposed to exist but it has become nil.Not only that,but there‘s another problem,when I want to stop recording and save the video,I will check [RPScreenRecorder sharedRecorder].recording first, it will be false sometime,that problems are unusual in iOS 18.3.2 iPhoneXs Max,and unexpected,here is my code -(void)startCaptureScreen { NSLog(@"AKA++ startCaptureScreen"); if ([[RPScreenRecorder sharedRecorder] isRecording]) { return; } //屏幕录制 [[RPScreenRecorder sharedRecorder]setMicrophoneEnabled:YES]; NSLog(@"AKA++ MicrophoneEnabled AAAA startCaptureScreen"); [[RPScreenRecorder sharedRecorder]setCameraEnabled:YES]; [[RPScreenRecorder sharedRecorder] startCaptureWithHandler:^(CMSampleBufferRef _Nonnull sampleBuffer, RPSampleBufferType bufferType, NSError * _Nullable error) { if(self.assetWriter == nil){ if (self.AVAssetWriterStatus == 0) { [self setupAssetWriterAndStartWith:sampleBuffer]; } } if (self.AVAssetWriterStatus != 2) { return; } if (error) { // deal with error return; } if (self.assetWriter.status != AVAssetWriterStatusWriting) { [self assetWriterAppendSampleBufferFailWith:bufferType]; return; } if (bufferType == RPSampleBufferTypeVideo) { if(self.assetWriter.status == 0 ||self.assetWriter.status > 2){ } else if(self.videoAssetWriterInput.readyForMoreMediaData == YES){ BOOL success = [self.videoAssetWriterInput appendSampleBuffer:sampleBuffer]; } } if (bufferType == RPSampleBufferTypeAudioMic) { if(self.assetWriter.status == 0 ||self.assetWriter.status > 2){ } else if(self.audioAssetWriterInput.readyForMoreMediaData == YES){ BOOL success = [self.audioAssetWriterInput appendSampleBuffer:sampleBuffer]; } } } completionHandler:^(NSError * _Nullable error) { //deal with error }]; } and than ,when want to save it : -(void)stopRecording { if([[RPScreenRecorder sharedRecorder] isRecording]){ // The problem is sporadic,recording action failed,it makes me confused } [[RPScreenRecorder sharedRecorder] stopCaptureWithHandler:^(NSError * _Nullable error) { if(!error) { //post message } }]; }
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87
Apr ’25
Get NSTextView selection frame with NSTextLayoutManager
I'm trying to update my app to use TextKit 2. The one thing that I'm still not sure about is how I can get the selection frame. My app uses it to auto-scroll the text to keep the cursor at the same height when the text wraps onto a new line or a newline is manually inserted. Currently I'm using NSLayoutManager.layoutManager!.boundingRect(forGlyphRange:in:). The code below almost works. When editing the text or changing the selection, the current selection frame is printed out. My expectation is that the selection frame after a text or selection change should be equal to the selection frame before the next text change. I've noticed that this is not always true when the text has a NSParagraphStyle with spacing > 0. As long as I type at the end of the text, everything's fine, but if I insert some lines, then move the selection somewhere into the middle of the text and insert another newline, the frame printed after manually moving the selection is different than the frame before the newline is inserted. It seems that the offset between the two frames is exactly the same as the paragraph style's spacing. Instead when moving the selection with the arrow key the printed frames are correct. I've filed FB17104954. class ViewController: NSViewController, NSTextViewDelegate { private var textView: NSTextView! override func loadView() { let scrollView = NSScrollView(frame: CGRect(x: 0, y: 0, width: 400, height: 400)) textView = NSTextView(frame: scrollView.frame) textView.autoresizingMask = [.width, .height] textView.delegate = self let paragraphStyle = NSMutableParagraphStyle() paragraphStyle.lineSpacing = 40 textView.typingAttributes = [.foregroundColor: NSColor.labelColor, .paragraphStyle: paragraphStyle] scrollView.documentView = textView scrollView.hasVerticalScroller = true view = scrollView } func textView(_ textView: NSTextView, shouldChangeTextIn affectedCharRange: NSRange, replacementString: String?) -> Bool { print("before", selectionFrame.maxY, selectionFrame) return true } func textDidChange(_ notification: Notification) { print("after ", selectionFrame.maxY, selectionFrame) } func textViewDidChangeSelection(_ notification: Notification) { print("select", selectionFrame.maxY, selectionFrame) } var selectionFrame: CGRect { guard let selection = textView.textLayoutManager!.textSelections.first?.textRanges.first else { return .null } var frame = CGRect.null textView.textLayoutManager!.ensureLayout(for: selection) textView.textLayoutManager!.enumerateTextSegments(in: selection, type: .selection, options: [.rangeNotRequired]) { _, rect, _, _ in frame = rect return false } return frame } }
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137
Apr ’25
PhoneSceneDelegate white screen
I am currently implementing multiple scenes in my React Native / Swift application (one scene for the phone and one scene for CarPlay). I am facing an issue where one scene renders completely white (on the iPhone) but I can see in the console that the code is running (for example if I add a console.log to the App.tsx I can see that console log happen in XCode). There are no errors when building the app in XCode, and testing with the simulator CarPlay appears to render the correct output, but there is no component being rendered on the simulated phone screen (just white). AppDelegate.swift import CarPlay import React import React_RCTAppDelegate import ReactAppDependencyProvider import UIKit @main class AppDelegate: RCTAppDelegate { var rootView: UIView?; static var shared: AppDelegate { return UIApplication.shared.delegate as! AppDelegate } override func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool { self.moduleName = "appName" self.dependencyProvider = RCTAppDependencyProvider() self.initialProps = [:] self.rootView = self.createRootView( with: RCTBridge( delegate: self, launchOptions: launchOptions ), moduleName: self.moduleName!, initProps: self.initialProps! ); return super.application(application, didFinishLaunchingWithOptions: launchOptions) } override func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration { if (connectingSceneSession.role == UISceneSession.Role.carTemplateApplication) { let scene = UISceneConfiguration(name: "CarPlay", sessionRole: connectingSceneSession.role) scene.delegateClass = CarSceneDelegate.self return scene } let scene = UISceneConfiguration(name: "Phone", sessionRole: connectingSceneSession.role) scene.delegateClass = PhoneSceneDelegate.self return scene } override func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {} override func sourceURL(for bridge: RCTBridge) -> URL? { self.bundleURL() } override func bundleURL() -> URL? { #if DEBUG RCTBundleURLProvider.sharedSettings().jsBundleURL(forBundleRoot: "index") #else Bundle.main.url(forResource: "main", withExtension: "jsbundle") #endif } } PhoneSceneDelegate.swift import Foundation import UIKit import SwiftUI class PhoneSceneDelegate: UIResponder, UIWindowSceneDelegate { var window: UIWindow?; func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { if session.role != .windowApplication { return } guard let appDelegate = (UIApplication.shared.delegate as? AppDelegate) else { return } guard let windowScene = (scene as? UIWindowScene) else { return } let rootViewController = UIViewController() rootViewController.view = appDelegate.rootView; let window = UIWindow(windowScene: windowScene) window.rootViewController = rootViewController self.window = window window.makeKeyAndVisible() } } App.tsx import React, {useEffect, useState} from 'react'; import type {PropsWithChildren} from 'react'; import {CarPlay, ListTemplate} from 'react-native-carplay'; import { ScrollView, StatusBar, StyleSheet, Text, useColorScheme, View, } from 'react-native'; import { Colors, DebugInstructions, Header, LearnMoreLinks, ReloadInstructions, } from 'react-native/Libraries/NewAppScreen'; type SectionProps = PropsWithChildren<{ title: string; }>; function Section({children, title}: SectionProps): React.JSX.Element { const isDarkMode = useColorScheme() === 'dark'; return ( <View style={styles.sectionContainer}> <Text style={[ styles.sectionTitle, { color: isDarkMode ? Colors.white : Colors.black, }, ]}> {title} </Text> <Text style={[ styles.sectionDescription, { color: isDarkMode ? Colors.light : Colors.dark, }, ]}> {children} </Text> </View> ); } function App(): any { // React.JSX.Element const isDarkMode = useColorScheme() === 'dark'; const backgroundStyle = { backgroundColor: isDarkMode ? Colors.darker : Colors.lighter, }; const [carPlayConnected, setCarPlayConnected] = useState(CarPlay.connected); useEffect(() => { function onConnect() { setCarPlayConnected(true); CarPlay.setRootTemplate(new ListTemplate(/** This renders fine on the CarPlay side */)); } function onDisconnect() { setCarPlayConnected(false); } CarPlay.registerOnConnect(onConnect); CarPlay.registerOnDisconnect(onDisconnect); return () => { CarPlay.unregisterOnConnect(onConnect); CarPlay.unregisterOnDisconnect(onDisconnect); }; }); if (carPlayConnected) { console.log('car play connected'); } else { console.log('car play not connected'); } const safePadding = '5%'; // This doesn't render on the phone? return ( <View style={backgroundStyle}> <StatusBar barStyle={isDarkMode ? 'light-content' : 'dark-content'} backgroundColor={backgroundStyle.backgroundColor} /> <ScrollView style={backgroundStyle}> <View style={{paddingRight: safePadding}}> <Header/> </View> <View style={{ backgroundColor: isDarkMode ? Colors.black : Colors.white, paddingHorizontal: safePadding, paddingBottom: safePadding, }}> <Section title="Step One"> Edit <Text style={styles.highlight}>App.tsx</Text> to change this screen and then come back to see your edits. </Section> <Section title="See Your Changes"> <ReloadInstructions /> </Section> <Section title="Debug"> <DebugInstructions /> </Section> <Section title="Learn More"> Read the docs to discover what to do next: </Section> <LearnMoreLinks /> </View> </ScrollView> </View> ); } const styles = StyleSheet.create({ sectionContainer: { marginTop: 32, paddingHorizontal: 24, }, sectionTitle: { fontSize: 24, fontWeight: '600', }, sectionDescription: { marginTop: 8, fontSize: 18, fontWeight: '400', }, highlight: { fontWeight: '700', }, }); export default App; I have been attempting to get this working now for some 20+ hours with no luck with searching for answers elsewhere. I am very new to building apps with React Native and Swift so could do with some support.
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360
Mar ’25
How do I maintain a stable scroll position when inserting items above in a ScrollView?
As the title says, I am not sure how to properly build an inverted ScrollView where I can safely insert items above my data ("prepend") without everything jumping around. My current code is essentially this: @State private var scrollPosition = ScrollPosition(idType: Message.ID.self) private func onMessageDidScrollIntoView(_ id: Message.ID) { let indexOfVisibleMessage = /* ... */ if indexOfVisibleMessage < 10 { fetchOlderMessages() // ^ this updates my ViewModel `messages` } } var body: some View { ScrollView { LazyVStack { ForEach(messages) { message in MessageCell(message) } }.scrollTargetLayout() } .defaultScrollAnchor(.bottom) .scrollPosition($scrollPosition) .onChange(of: scrollPosition) { oldValue, newValue in guard let visibleMessageId = scrollPosition.viewID(type: Message.ID.self) else { return } onMessageDidScrollIntoView(visibleMessageId) } } ..so if the user scrolls up to the oldest 10 messages, I start loading more and insert them at the top. The problem with this is that the ScrollView now jumps when new messages are inserted. This is because the ScrollView maintains it's Y position, but the content size changes since we are adding new items "above". I tried to play around with a few suggestions I found on StackOverflow, namely; Inverting the ScrollView (.scaleEffect(y: -1) on the ScrollView and then again on the MessageCell to counter it): This somehow jumped the x position of the ScrollView and completely breaks .contextMenu. Playing around with .onScrollGeometryChange to update scrollPosition.scrollTo(y:) when it's contentSize changes: This just didn't work and stopped the user scroll gesture/interaction. Setting scrollPosition to the Message.ID I want to keep stable before doing an update: This didn't do anything. But nothing actually worked for the reasons described above. How do you actually build these UIs in SwiftUI? I think an inverted ScrollView is quite a common UI, and obviously data has to be loaded lazily.
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117
Apr ’25
SwiftUI views lock up after background and sleep for “Designed for iPad” apps
There's an easily reproducible SwiftUI bug on macOS where an app's UI state no longer updates/re-renders for "Designed for iPad" apps (i.e. ProcessInfo.processInfo.isiOSAppOnMac == true). The bug occurs in Xcode and also if the app is running independent of Xcode. The bug occurs when: the user Hides the app (i.e. it goes into the background) the user puts the Mac to sleep (e.g. Apple menu > Sleep) a total of ~60 seconds transpires (i.e. macOS puts the app into the "suspended state") when the app is brought back into the foreground the UI no longer updates properly The only way I have found to fix this is to manually open a new actual full app window via File > New, in which case the app works fine again in the new window. The following extremely simple code in a default Xcode project illustrates the issue: import SwiftUI @main struct staleApp: App { @State private var isBright = true var body: some Scene { WindowGroup() { ZStack { (isBright ? Color.white : Color.black).ignoresSafeArea() Button("TOGGLE") { isBright.toggle(); print("TAPPED") } } .onAppear { print("\(isBright ? "light" : "dark") view appeared") } } } } For the code above, after Hiding the app and putting the computer to sleep for 60 seconds or more, the button no longer swaps views, although the print statements still appear in the console upon tapping the button. Also, while in this buggy state, i can get the view to update to the current state (i.e. the view triggered by the last tap) by manually dragging the corner of the app window to resize the window. But after resizing, the view again does not update upon button tapping until I resize the window again. so it appears the diff engine is mucked or that the Scene or WindowGroup are no longer correctly running on the main thread I have tried rebuilding the entire view hierarchy by updating .id() on views but this approach does NOT work. I have tried many other options/hacks but have not been able to reset the 'view engine' other than opening a new window manually or by using: @Environment(.openWindow) private var openWindow openWindow could be a viable solution except there's no way to programmatically close the old window for isiOSAppOnMac (@Environment(.dismissWindow) private var dismissWindow doesn't work for iOS)
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164
Apr ’25
Bundling OSX installer plugin with productbuild/pkgbuild
I'm trying to create a .pkg installer with productbuild/pkgbuild. But I'd also like to add my custom installer plugin to this. I'm using the following script. I'd like to add my bundle into this script. Since there are no official docs from apple how to do this nor there are a lot of updated resources, here are some things I have tried. adding the following line to Distrubtion.xml <bundle id="pluginid" path="path/to/myplugin.bundle"/> adding component tag to pkgbuild also doesn't do anything --component "path/to/myplugin.bundle" The bundle itself is build with XCode - it is a simple UI for user to type some input in Apple provides documentation for Distribution.xml file, which supports different UI elements but doesn't support text input - docs I have been also looking at this tutorial , it is very outdated but i could still fit it to my needs except the part where the .bundle file needs to be inserted into .pkg. Note - there is no option to view the contents of .pkg file build with pkbuild/productbuild How can i do this process correctly? I would like to link my installer pane plugin to a generic .pkg(with licenses and so on). I'd appreciate any kind of help!
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121
May ’25
LiveCommunicationKit events
how can i watch the LiveCommunicationKit event? i have codes likes this: import UIKit import LiveCommunicationKit @available(iOS 17.4, *) class LiveCallKit: NSObject, ConversationManagerDelegate { @available(iOS 17.4, *) func conversationManager(_ manager: ConversationManager, conversationChanged conversation: Conversation) { } @available(iOS 17.4, *) func conversationManagerDidBegin(_ manager: ConversationManager) { } @available(iOS 17.4, *) func conversationManagerDidReset(_ manager: ConversationManager) { } @available(iOS 17.4, *) func conversationManager(_ manager: ConversationManager, perform action: ConversationAction) { switch action.state { case .idle: self.completionHandler!(InterfaceKind.reject,self.payload!) case .running: self.completionHandler!(InterfaceKind.reject,self.payload!) case .complete: self.completionHandler!(InterfaceKind.reject,self.payload!) case .failed(let reason): self.completionHandler!(InterfaceKind.reject,self.payload!) default: self.completionHandler!(InterfaceKind.reject,self.payload!) } } @available(iOS 17.4, *) func conversationManager(_ manager: ConversationManager, timedOutPerforming action: ConversationAction) { } @available(iOS 17.4, *) func conversationManager(_ manager: ConversationManager, didActivate audioSession: AVAudioSession) { } @available(iOS 17.4, *) func conversationManager(_ manager: ConversationManager, didDeactivate audioSession: AVAudioSession) { } @objc public enum InterfaceKind : Int, Sendable, Codable, Hashable { /// 拒绝/挂断 case reject /// 接听. case answer } var sessoin: ConversationManager var callId: UUID var completionHandler: ((_ actionType: InterfaceKind,_ payload: [AnyHashable : Any]) -> Void)? var payload: [AnyHashable : Any]? @objc init(icon: UIImage!) { let data:Data = icon.pngData()!; let cfg: ConversationManager.Configuration = ConversationManager.Configuration(ringtoneName: "ring.mp3", iconTemplateImageData: data, maximumConversationGroups: 1, maximumConversationsPerConversationGroup: 1, includesConversationInRecents: false, supportsVideo: false, supportedHandleTypes: Set([Handle.Kind.generic])) self.sessoin = ConversationManager(configuration: cfg) self.callId = UUID() super.init() self.sessoin.delegate = self } @objc func toIncoming(_ payload: [AnyHashable : Any], displayName: String,actBlock: @escaping(_ actionType: InterfaceKind,_ payload: [AnyHashable : Any])->Void) async { self.completionHandler = actBlock do { self.payload = payload self.callId = UUID() var update = Conversation.Update(members: [Handle(type: .generic, value: displayName, displayName: displayName)]) let actNumber = Handle(type: .generic, value: displayName, displayName: displayName) update.activeRemoteMembers = Set([actNumber]) update.localMember = Handle(type: .generic, value: displayName, displayName: displayName); update.capabilities = [ .playingTones ]; try await self.sessoin.reportNewIncomingConversation(uuid: self.callId, update: update) try await Task.sleep(nanoseconds: 2000000000); } catch { } } } i want to watch the buttons action,how should i do?
Topic: UI Frameworks SubTopic: SwiftUI
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254
Mar ’25
Data Fetch issue from SensorKit
I want use SensorKit data for research purposes in my current app. I have applied for and received permission from Apple to access SensorKit Data. I have granting all the necessary permissions. But no data retrieved. I am using didCompleteFetch for retrieving data from Sensorkit. CompleteFetch method calls but find the data. Below is my SensorKitManager Code. import SensorKit import Foundation protocol SensorManagerDelegate: AnyObject { func didFetchPhoneUsageReport(_ reports: [SRPhoneUsageReport]) func didFetchAmbientLightSensorData(_ data: [SRAmbientLightSample]) func didFailFetchingData(error: Error) } class SensorManager: NSObject, SRSensorReaderDelegate { private let phoneUsageReader: SRSensorReader private let ambientLightReader: SRSensorReader weak var delegate: SensorManagerDelegate? override init() { self.phoneUsageReader = SRSensorReader(sensor: .phoneUsageReport) self.ambientLightReader = SRSensorReader(sensor: .ambientLightSensor) super.init() self.phoneUsageReader.delegate = self self.ambientLightReader.delegate = self } func requestAuthorization() { let sensors: Set<SRSensor> = [.phoneUsageReport, .ambientLightSensor] guard phoneUsageReader.authorizationStatus != .authorized || ambientLightReader.authorizationStatus != .authorized else { log("Already authorized. Fetching data directly...") fetchSensorData() return } SRSensorReader.requestAuthorization(sensors: sensors) { [weak self] error in DispatchQueue.main.async { if let error = error { self?.log("Authorization failed: \(error.localizedDescription)", isError: true) self?.delegate?.didFailFetchingData(error: error) } else { self?.log("Authorization granted.") self?.fetchSensorData() } } } } func fetchSensorData() { guard let fromDate = Calendar.current.date(byAdding: .day, value: -1, to: Date()) else { log("Failed to calculate 'from' date.", isError: true) return } let fromTime = SRAbsoluteTime.fromCFAbsoluteTime(_cf: fromDate.timeIntervalSinceReferenceDate) let toTime = SRAbsoluteTime.fromCFAbsoluteTime(_cf: Date().timeIntervalSinceReferenceDate) let phoneUsageRequest = SRFetchRequest() phoneUsageRequest.from = fromTime phoneUsageRequest.to = toTime phoneUsageRequest.device = SRDevice.current let ambientLightRequest = SRFetchRequest() ambientLightRequest.from = fromTime ambientLightRequest.to = toTime ambientLightRequest.device = SRDevice.current phoneUsageReader.fetch(phoneUsageRequest) ambientLightReader.fetch(ambientLightRequest) } // ✅ Delegate Methods func sensorReader(_ reader: SRSensorReader, didCompleteFetch fetchRequest: SRFetchRequest) { Task.detached { if reader.sensor == .phoneUsageReport { if let samples = reader.fetch(fetchRequest) as? [SRPhoneUsageReport] { DispatchQueue.main.async { [weak self] in self?.delegate?.didFetchPhoneUsageReport(samples) } } } else if reader.sensor == .ambientLightSensor { if let samples = reader.fetch(fetchRequest) as? [SRAmbientLightSample] { DispatchQueue.main.async { [weak self] in self?.delegate?.didFetchAmbientLightSensorData(samples) } } } } } func sensorReader(_ reader: SRSensorReader, fetching fetchRequest: SRFetchRequest, didFetchResult result: SRFetchResult<AnyObject>) -> Bool { return true } func sensorReader(_ reader: SRSensorReader, fetching fetchRequest: SRFetchRequest, failedWithError error: any Error) { DispatchQueue.main.async { [weak self] in self?.delegate?.didFailFetchingData(error: error) } } // MARK: - Logging Helper private func log(_ message: String, isError: Bool = false) { if isError { print("❌ [SensorManager] \(message)") } else { print("✅ [SensorManager] \(message)") } } } And ViewController import UIKit import SensorKit class ViewController: UIViewController { private var sensorManager: SensorManager! override func viewDidLoad() { super.viewDidLoad() setupSensorManager() } private func setupSensorManager() { sensorManager = SensorManager() sensorManager.delegate = self sensorManager.requestAuthorization() } } // MARK: - SensorManagerDelegate extension ViewController: SensorManagerDelegate { func didFetchPhoneUsageReport(_ reports: [SRPhoneUsageReport]) { for report in reports { print("Total Calls: (report.totalOutgoingCalls + report.totalIncomingCalls)") print("Outgoing Calls: (report.totalOutgoingCalls)") print("Incoming Calls: (report.totalIncomingCalls)") print("Total Call Duration: (report.totalPhoneCallDuration) seconds") } } func didFetchAmbientLightSensorData(_ data: [SRAmbientLightSample]) { for sample in data { print(sample) } } func didFailFetchingData(error: Error) { print("Failed to fetch data: \(error.localizedDescription)") } } Could anyone please assist me in resolving this issue? Any guidance or troubleshooting steps would be greatly appreciated.
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165
Mar ’25
How to override NSWindow in a pure SwiftUI Application
So I am looking to use a custom NSWindow application (so I can implement some enhanced resizing/dragging behavior which is only possible overriding NSWindow). The problem is my whole application is currently SwiftUI-based (see the project here: https://github.com/msdrigg/Roam/blob/50a2a641aa5f2fccb4382e14dbb410c1679d8b0c/Roam/RoamApp.swift). I know there is a way to make this work by dropping my @main SwiftUI app and replacing it with a SwiftUI root view hosted in a standard AppKit root app, but that feels like I'm going backwards. Is there another way to get access (and override) the root NSWindow for a SwiftUI app?
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298
Mar ’25
Stage Manager - UIWindowScene sizeRestrictions on iPad
Hello everyone, The setup: I have an iPadOS app. The app does not require full screen (Requires full screen option is disabled). The problem: The app starts looking unpolished when the canvas becomes too small. What I tried: I am trying to limit the canvas size for our app when run in Stage Manager. How: I saw that UIWindowScene has sizeRestrictions. This property is not always set as per documentation: https://developer.apple.com/documentation/uikit/uiwindowscene/sizerestrictions From my experiments, it only works when it's run on MacOS (in compatibility mode in our case). Console logs: Stage Manager - Requires full screen - OFF willConnectToSession - sizeRestrictions: nil sceneDidBecomeActive - sizeRestrictions: nil Stage Manager - Requires full screen - ON willConnectToSession - sizeRestrictions: nil sceneDidBecomeActive - sizeRestrictions: nil Stage Manager - Requires full screen - OFF - RUN on MacOS willConnectToSession - sizeRestrictions: Available sceneDidBecomeActive - sizeRestrictions: Available Question: Is there a way to enforce this minimum canvas size?
Topic: UI Frameworks SubTopic: UIKit
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86
Mar ’25
UIDocumentPickerViewController dismisses presenting view controller when selecting a file multiple times quickly
Description When using UIDocumentPickerViewController with allowsMultipleSelection = false, I expect that selecting a file will dismiss only the document picker. However, if a user quickly taps the same file multiple times, the picker dismisses both itself and the presenting view controller (i.e., it pops two levels from the view controller stack), which leads to unintended behavior and breaks presentation flow. Expected Behavior Only UIDocumentPickerViewController should be dismissed when a file is selected—even if the user taps quickly or multiple times on the same file. Actual Behavior When tapping the same file multiple times quickly, the picker dismisses not only itself but also the parent view controller it was presented from. Steps to Reproduce Create a simple view controller and present another one modally over it. From that presented view controller, present a UIDocumentPickerViewController with allowsMultipleSelection = false. Tap quickly on the same file in the picker 2 times. Result: Both the document picker and the presenting view controller are dismissed. Reproducible Code Snippet class ViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .green addLabel("Parent View Controller") DispatchQueue.main.async { [unowned self] in let child = UIViewController() child.view.backgroundColor = .yellow present(child, animated: true) child.addLabel("Child View Controller") let vc = UIDocumentPickerViewController( forOpeningContentTypes: [.pdf, .jpeg, .png], asCopy: true ) vc.allowsMultipleSelection = false child.present(vc, animated: true) } } } extension UIViewController { func addLabel(_ text: String) { let label = UILabel(frame: CGRect(x: 0, y: 50, width: view.bounds.width, height: 30)) label.text = text view.addSubview(label) } } Environment Device: iPhone 15 Pro and others iOS version: 18.2 (reproduces on multiple iOS versions) Occurs with: .pdf, .jpeg, .png file types Mode: Both simulator and real device Notes Happens consistently with fast multiple taps on the same file. This breaks expected view controller stack behavior.
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137
Apr ’25
UIPanGestureRecognizer is broken on iPadOS26
import UIKit class ViewController: UIViewController { var panGesture = UIPanGestureRecognizer() override func viewDidLoad() { super.viewDidLoad() panGesture.isEnabled = true panGesture.minimumNumberOfTouches = 0 panGesture.maximumNumberOfTouches = 5 panGesture.allowedScrollTypesMask = .continuous panGesture.addTarget(self, action: #selector(gestureUpdate(_:))) view.addGestureRecognizer(panGesture) } @objc private func gestureUpdate(_ gesture: UIPanGestureRecognizer) { print("OS: \(osVersion), date: \(Date.now), numberOfTouches: \(gesture.numberOfTouches)") } private var osVersion: String { let osVersion = ProcessInfo.processInfo.operatingSystemVersion return "\(osVersion.majorVersion).\(osVersion.minorVersion).\(osVersion.patchVersion)" } } it's hard to recognize 3 or more fingers gesture on iPadOS26.
Topic: UI Frameworks SubTopic: UIKit
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90
Jun ’25
NSTextLists not rendered when NSTextContentStorageDelegate textContentStorage (_:, textParagraphWith:) is implemented
I have a UITextView that contains paragraphs with text bullet lists (via NSTextList). I also implement NSTextContentStorageDelegate.textContentStorage(_:, textParagraphWith:) in order to apply some custom attributes to the text without affecting the underlying attributed text. My implementation returns a new NSParagraph that modifies the foreground color of the text. I based this on the example in the WWDC 21 session "Meet Text Kit 2". UITextView stops rendering the bullets when I implement the delegate function and return a custom paragraph. Why? func textContentStorage(_ textContentStorage: NSTextContentStorage, textParagraphWith range: NSRange) -> NSTextParagraph? { guard let originalText = textContentStorage.textStorage?.attributedSubstring(from: range) else { return nil } let updatedText = NSMutableAttributedString(attributedString: originalText) updatedText.addAttribute(.foregroundColor, value: UIColor.green, range: NSRange(location: 0, length: updatedText.length)) let paragraph = NSTextParagraph(attributedString: updatedText) // Verify that the text still contains NSTextList if let paragraphStyle = paragraph.attributedString.attribute(.paragraphStyle, at: 0, effectiveRange: nil) as? NSParagraphStyle { assert(!paragraphStyle.textLists.isEmpty) } else { assertionFailure("Paragraph has lost its text lists") } return paragraph }
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296
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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101
May ’25
How to make app for iPhone and iPad separatly
I released an app for iPhone (and it's could be downloaded for iPad also), and now I developered another app for iPad version with the same code and logic but I modified the layout to fit bigger screen and make better user experience and appearance. Howevert the app review rejected my release due to the duplicate content, how can I solve it?
Topic: UI Frameworks SubTopic: General
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47
Mar ’25
AppEntity with @Parameter Options Works in Shortcuts App but Not with Siri
I’m working with AppIntents and AppEntity to integrate my app’s data model into Shortcuts and Siri. In the example below, I define a custom FoodEntity and use it as a @Parameter in an AppIntent. I’m providing dynamic options for this parameter via an optionsProvider. In the Shortcuts app, everything works as expected: when the user runs the shortcut, they get a list of food options (from the dynamic provider) to select from. However, in Siri, the experience is different. Instead of showing the list of options, Siri asks the user to say the name of the food, and then tries to match it using EntityStringQuery. I originally assumed this might be a design decision to allow hands-free use with voice, but I found that if you use an AppEnum instead, Siri does present a tappable list of options. So now I’m wondering: why the difference? Is there a way to get the @Parameter with AppEntity + optionsProvider to show a tappable list in Siri like it does in Shortcuts or with an AppEnum? Any clarification on how EntityQuery.suggestedEntities() and DynamicOptionsProvider interact with Siri would be appreciated! struct CaloriesShortcuts: AppShortcutsProvider { static var appShortcuts: [AppShortcut] { AppShortcut( intent: AddCaloriesInteractive(), phrases: [ "Add to \(.applicationName)" ], shortTitle: "Calories", systemImageName: "fork" ) } } struct AddCaloriesInteractive: AppIntent { static var title: LocalizedStringResource = "Add to calories log" static var description = IntentDescription("Add Calories using Shortcuts.") static var openAppWhenRun: Bool = false static var parameterSummary: some ParameterSummary { Summary("Calorie Entry SUMMARY") } var displayRepresentation: DisplayRepresentation { DisplayRepresentation(stringLiteral:"Add to calorie log") } @Dependency private var persistenceManager: PersistenceManager @Parameter(title: LocalizedStringResource("Food"), optionsProvider: FoodEntityOptions()) var foodEntity: FoodEntity @MainActor func perform() async throws -> some IntentResult & ProvidesDialog { return .result(dialog: .init("Added \(foodEntity.name) to calorie log")) } } struct FoodEntity: AppEntity { static var defaultQuery = FoodEntityQuery() @Property var name: String @Property var calories: Int init(name: String, calories: Int) { self.name = name self.calories = calories } static var typeDisplayRepresentation: TypeDisplayRepresentation { TypeDisplayRepresentation(name: "Calorie Entry") } static var typeDisplayName: LocalizedStringResource = "Calorie Entry" var displayRepresentation: AppIntents.DisplayRepresentation { DisplayRepresentation(title: .init(stringLiteral: name), subtitle: "\(calories)") } var id: String { return name } } struct FoodEntityQuery: EntityQuery { func entities(for identifiers: [FoodEntity.ID]) async throws -> [FoodEntity] { var result = [FoodEntity]() for identifier in identifiers { if let entity = FoodDatabase.allEntities().first(where: { $0.id == identifier }) { result.append(entity) } } return result } func suggestedEntities() async throws -> [FoodEntity] { return FoodDatabase.allEntities() } } extension FoodEntityQuery: EntityStringQuery { func entities(matching string: String) async throws -> [FoodEntity] { return FoodDatabase.allEntities().filter({$0.name.localizedCaseInsensitiveCompare(string) == .orderedSame}) } } struct FoodEntityOptions: DynamicOptionsProvider { func results() async throws -> ItemCollection<FoodEntity> { ItemCollection { ItemSection("Section 1") { for entry in FoodDatabase.allEntities() { entry } } } } } struct FoodDatabase { // Fake data static func allEntities() -> [FoodEntity] { [ FoodEntity(name: "Orange", calories: 2), FoodEntity(name: "Banana", calories: 2) ] } }
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98
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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124
Mar ’25