搜索

PythonReactSEOPDF
GitHub Skill

liquid-glass

Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in SwiftUI UI, refactor to Liquid Glass, or review Liquid Glass usage.

aiskillstore☆ 124 仓库 Stars6 仓库 Forks

安装与使用

请根据来源仓库和你的 AI 工具说明安装此技能。先阅读技能文件和依赖要求,再添加到工作流。

查看来源 ↗使用指南

技能说明

SwiftUI Liquid Glass

Overview

Liquid Glass is a dynamic material in iOS 26+ that combines optical glass properties with fluidity. It blurs content, reflects surrounding color and light, and reacts to touch interactions in real time.

Workflow Decision Tree

1) Review an existing feature
  • Inspect where Liquid Glass should/shouldn't be used
  • Verify correct modifier order, shape usage, container placement
  • Check for iOS 26+ availability handling and fallbacks
2) Improve a feature using Liquid Glass
  • Identify target components (surfaces, chips, buttons, cards)
  • Refactor to use GlassEffectContainer for multiple glass elements
  • Add interactive glass only for tappable/focusable elements
3) Implement a new feature using Liquid Glass
  • Design glass surfaces and interactions first (shape, prominence, grouping)
  • Add glass modifiers after layout/appearance modifiers
  • Add morphing transitions only when view hierarchy changes with animation

Core Guidelines

  • Prefer native Liquid Glass APIs over custom blurs
  • Use GlassEffectContainer when multiple glass elements coexist
  • Apply .glassEffect(...) after layout and visual modifiers
  • Use .interactive() for elements that respond to touch/pointer
  • Keep shapes consistent across related elements
  • Gate with #available(iOS 26, *) and provide non-glass fallback

Review Checklist

  • Availability: #available(iOS 26, *) present with fallback UI
  • Composition: Multiple glass views wrapped in GlassEffectContainer
  • Modifier order: glassEffect applied after layout/appearance modifiers
  • Interactivity: interactive() only where user interaction exists
  • Transitions: glassEffectID used with @Namespace for morphing
  • Consistency: Shapes, tinting, and spacing align across feature

Implementation Checklist

  • Define target elements and desired glass prominence
  • Wrap grouped glass elements in GlassEffectContainer with spacing
  • Use .glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...)) as needed
  • Use .buttonStyle(.glass) / .buttonStyle(.glassProminent) for actions
  • Add morphing transitions with glassEffectID when hierarchy changes
  • Provide fallback materials for earlier iOS versions

Quick Snippets

Basic Glass Effect with Fallback
if #available(iOS 26, *) {
    Text("Hello")
        .padding()
        .glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))
} else {
    Text("Hello")
        .padding()
        .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}
Multiple Glass Elements
GlassEffectContainer(spacing: 24) {
    HStack(spacing: 24) {
        Image(systemName: "scribble.variable")
            .frame(width: 72, height: 72)
            .font(.system(size: 32))
            .glassEffect()
        Image(systemName: "eraser.fill")
            .frame(width: 72, height: 72)
            .font(.system(size: 32))
            .glassEffect()
    }
}
Glass Buttons
Button("Confirm") { }
    .buttonStyle(.glassProminent)

Button("Cancel") { }
    .buttonStyle(.glass)
Morphing Transitions
@State private var isExpanded = false
@Namespace private var namespace

GlassEffectContainer(spacing: 40) {
    HStack(spacing: 40) {
        Image(systemName: "pencil")
            .frame(width: 80, height: 80)
            .glassEffect()
            .glassEffectID("pencil", in: namespace)

        if isExpanded {
            Image(systemName: "eraser")
                .frame(width: 80, height: 80)
                .glassEffect()
                .glassEffectID("eraser", in: namespace)
        }
    }
}

Button("Toggle") {
    withAnimation {
        isExpanded.toggle()
    }
}
.buttonStyle(.glass)
Customizing Glass
Text("Tinted Glass")
    .padding()
    .glassEffect(.regular.tint(.orange).interactive(), in: .capsule)
Uniting Glass Effects
@Namespace private var namespace

GlassEffectContainer(spacing: 20) {
    HStack(spacing: 20) {
        ForEach(items.indices, id: \.self) { index in
            ItemView(item: items[index])
                .glassEffect()
                .glassEffectUnion(id: index < 2 ? "group1" : "group2", namespace: namespace)
        }
    }
}

Shape Options

  • .capsule (default)
  • .rect(cornerRadius: CGFloat)
  • .circle

Best Practices

  1. Container Usage: Always use GlassEffectContainer for multiple glass views
  2. Modifier Order: Apply .glassEffect() after appearance modifiers
  3. Spacing: Choose spacing values carefully to control effect merging
  4. Animation: Use animations when changing view hierarchies for smooth morphing
  5. Interactivity: Add .interactive() only to touchable elements
  6. Consistency: Maintain consistent shapes and styles across your app

使用示例

查看来源仓库中的使用示例与配置说明。

查看来源 ↗

来源历史

收录时间
2026-01-20
索引更新时间
2026-01-28
Branch
main

收录与同步日期属于本站记录。源码修改历史请查看来源仓库。

GitHub ↗

chat Comments (0)

chat_bubble_outline

No comments yet. Be the first to share your thoughts!