SF Symbols — API Reference
When to Use This Skill
Use when:
-
You need exact API signatures for rendering modes or symbol effects
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You need UIKit/AppKit equivalents for SwiftUI symbol APIs
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You need to check platform availability for a specific effect
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You need configuration options (weight, scale, variable values)
-
You need to create custom symbols with proper template structure
Related Skills
-
Use axiom-sf-symbols for decision trees, anti-patterns, troubleshooting, and when to use which effect
-
Use axiom-swiftui-animation-ref for general SwiftUI animation (non-symbol)
Part 1: Symbol Display
SwiftUI
// Basic display Image(systemName: "star.fill")
// With Label (icon + text) Label("Favorites", systemImage: "star.fill")
// Font sizing — symbol scales with text Image(systemName: "star.fill") .font(.title)
// Image scale — relative sizing without changing font Image(systemName: "star.fill") .imageScale(.large) // .small, .medium, .large
// Explicit point size Image(systemName: "star.fill") .font(.system(size: 24))
// Weight — matches SF Pro font weights Image(systemName: "star.fill") .fontWeight(.bold) // .ultraLight through .black
// Symbol variant — programmatic .fill, .circle, .square, .slash Image(systemName: "person") .symbolVariant(.circle.fill) // Renders person.circle.fill
// Variable value — 0.0 to 1.0, controls symbol fill level Image(systemName: "speaker.wave.3.fill", variableValue: 0.5)
UIKit
// Basic display let image = UIImage(systemName: "star.fill") imageView.image = image
// Configuration — point size and weight let config = UIImage.SymbolConfiguration(pointSize: 24, weight: .bold) let image = UIImage(systemName: "star.fill", withConfiguration: config)
// Configuration — text style (scales with Dynamic Type) let config = UIImage.SymbolConfiguration(textStyle: .title1) let image = UIImage(systemName: "star.fill", withConfiguration: config)
// Configuration — scale let config = UIImage.SymbolConfiguration(scale: .large) // .small, .medium, .large
// Combine configurations let sizeConfig = UIImage.SymbolConfiguration(pointSize: 24, weight: .bold, scale: .large)
// Variable value let image = UIImage(systemName: "speaker.wave.3.fill", variableValue: 0.5)
AppKit
// Basic display let image = NSImage(systemSymbolName: "star.fill", accessibilityDescription: "Favorite")
// Configuration let config = NSImage.SymbolConfiguration(pointSize: 24, weight: .bold) let configured = image?.withSymbolConfiguration(config)
Part 2: Rendering Modes
SwiftUI
// Monochrome (default) Image(systemName: "cloud.rain.fill") .foregroundStyle(.blue)
// Hierarchical — depth from single color Image(systemName: "cloud.rain.fill") .symbolRenderingMode(.hierarchical) .foregroundStyle(.blue)
// Palette — explicit color per layer Image(systemName: "cloud.rain.fill") .symbolRenderingMode(.palette) .foregroundStyle(.white, .blue) // For 3-layer symbols: .foregroundStyle(.red, .white, .blue)
// Multicolor — Apple's curated colors Image(systemName: "cloud.rain.fill") .symbolRenderingMode(.multicolor)
// Preferred rendering mode — uses symbol's preferred mode // Falls back gracefully if the symbol doesn't support it Image(systemName: "cloud.rain.fill") .symbolRenderingMode(.monochrome) // explicit monochrome
SymbolRenderingMode Enum
Value Description
.monochrome
Single color for all layers (default)
.hierarchical
Single color with automatic opacity per layer
.palette
Explicit color per layer via .foregroundStyle()
.multicolor
Apple's fixed curated colors
UIKit
// Hierarchical let config = UIImage.SymbolConfiguration(hierarchicalColor: .systemBlue) imageView.preferredSymbolConfiguration = config
// Palette let config = UIImage.SymbolConfiguration(paletteColors: [.white, .systemBlue]) imageView.preferredSymbolConfiguration = config
// Multicolor let config = UIImage.SymbolConfiguration.preferringMulticolor() imageView.preferredSymbolConfiguration = config
// Monochrome — just set tintColor imageView.tintColor = .systemBlue
Combining Configurations (UIKit)
let sizeConfig = UIImage.SymbolConfiguration(pointSize: 24, weight: .bold) let colorConfig = UIImage.SymbolConfiguration(paletteColors: [.white, .blue, .gray]) let combined = sizeConfig.applying(colorConfig) imageView.preferredSymbolConfiguration = combined
Part 3: Symbol Effects — Complete API
Effect Protocol Hierarchy
All symbol effects conform to SymbolEffect . Sub-protocols define behavior:
Protocol Trigger Modifier Loop
DiscreteSymbolEffect
value: (Equatable) .symbolEffect(_:options:value:)
No
IndefiniteSymbolEffect
isActive: (Bool) .symbolEffect(_:options:isActive:)
Yes
TransitionSymbolEffect
View lifecycle .transition(.symbolEffect(_:))
No
ContentTransitionSymbolEffect
Symbol change .contentTransition(.symbolEffect(_:))
No
Remove All Effects (SwiftUI)
// Strip all symbol effects from a view hierarchy Image(systemName: "star.fill") .symbolEffectsRemoved() // Removes all effects .symbolEffectsRemoved(false) // Re-enables effects
SymbolEffectOptions
// Speed multiplier .symbolEffect(.bounce, options: .speed(2.0), value: count)
// Repeat count .symbolEffect(.bounce, options: .repeat(3), value: count)
// Continuous repeat .symbolEffect(.pulse, options: .repeat(.continuous), isActive: true)
// Non-repeating (for indefinite effects, run once then hold) .symbolEffect(.breathe, options: .nonRepeating, isActive: true)
// Combined .symbolEffect(.wiggle, options: .repeat(5).speed(1.5), value: count)
Bounce
Protocols: DiscreteSymbolEffect
// Discrete — triggers on value change Image(systemName: "arrow.down.circle") .symbolEffect(.bounce, value: downloadCount)
// Directional .symbolEffect(.bounce.up, value: count) .symbolEffect(.bounce.down, value: count)
// By Layer — different layers bounce at different times .symbolEffect(.bounce.byLayer, value: count)
// Whole Symbol — entire symbol bounces together .symbolEffect(.bounce.wholeSymbol, value: count)
UIKit:
imageView.addSymbolEffect(.bounce) // With options: imageView.addSymbolEffect(.bounce, options: .repeat(3))
Pulse
Protocols: DiscreteSymbolEffect , IndefiniteSymbolEffect
// Indefinite — continuous while active Image(systemName: "network") .symbolEffect(.pulse, isActive: isConnecting)
// Discrete — triggers once on value change .symbolEffect(.pulse, value: errorCount)
// By Layer .symbolEffect(.pulse.byLayer, isActive: true)
// Whole Symbol .symbolEffect(.pulse.wholeSymbol, isActive: true)
UIKit:
imageView.addSymbolEffect(.pulse) imageView.removeSymbolEffect(ofType: PulseSymbolEffect.self)
Variable Color
Protocols: DiscreteSymbolEffect , IndefiniteSymbolEffect
// Iterative — highlights one layer at a time Image(systemName: "wifi") .symbolEffect(.variableColor.iterative, isActive: isSearching)
// Cumulative — progressively fills layers .symbolEffect(.variableColor.cumulative, isActive: true)
// Reversing — cycles back and forth .symbolEffect(.variableColor.iterative.reversing, isActive: true)
// Hide inactive layers (dims non-highlighted layers) .symbolEffect(.variableColor.iterative.hideInactiveLayers, isActive: true)
// Dim inactive layers (slightly reduces opacity of non-highlighted) .symbolEffect(.variableColor.iterative.dimInactiveLayers, isActive: true)
UIKit:
imageView.addSymbolEffect(.variableColor.iterative) imageView.removeSymbolEffect(ofType: VariableColorSymbolEffect.self)
Scale
Protocols: IndefiniteSymbolEffect
// Scale up Image(systemName: "mic.fill") .symbolEffect(.scale.up, isActive: isRecording)
// Scale down .symbolEffect(.scale.down, isActive: isMuted)
// By Layer .symbolEffect(.scale.up.byLayer, isActive: true)
// Whole Symbol .symbolEffect(.scale.up.wholeSymbol, isActive: true)
UIKit:
imageView.addSymbolEffect(.scale.up) imageView.removeSymbolEffect(ofType: ScaleSymbolEffect.self)
Wiggle (iOS 18+)
Protocols: DiscreteSymbolEffect , IndefiniteSymbolEffect
// Discrete Image(systemName: "bell.fill") .symbolEffect(.wiggle, value: notificationCount)
// Directional .symbolEffect(.wiggle.left, value: count) .symbolEffect(.wiggle.right, value: count) .symbolEffect(.wiggle.forward, value: count) // RTL-aware .symbolEffect(.wiggle.backward, value: count) // RTL-aware .symbolEffect(.wiggle.up, value: count) .symbolEffect(.wiggle.down, value: count) .symbolEffect(.wiggle.clockwise, value: count) .symbolEffect(.wiggle.counterClockwise, value: count)
// Custom angle .symbolEffect(.wiggle.custom(angle: .degrees(15)), value: count)
// By Layer .symbolEffect(.wiggle.byLayer, value: count)
UIKit:
imageView.addSymbolEffect(.wiggle)
Rotate (iOS 18+)
Protocols: DiscreteSymbolEffect , IndefiniteSymbolEffect
// Indefinite rotation Image(systemName: "gear") .symbolEffect(.rotate, isActive: isProcessing)
// Direction .symbolEffect(.rotate.clockwise, isActive: true) .symbolEffect(.rotate.counterClockwise, isActive: true)
// By Layer — only specific layers rotate (e.g., fan blades) .symbolEffect(.rotate.byLayer, isActive: true)
UIKit:
imageView.addSymbolEffect(.rotate) imageView.removeSymbolEffect(ofType: RotateSymbolEffect.self)
Breathe (iOS 18+)
Protocols: DiscreteSymbolEffect , IndefiniteSymbolEffect
// Basic breathe Image(systemName: "heart.fill") .symbolEffect(.breathe, isActive: isMonitoring)
// Plain — scale only .symbolEffect(.breathe.plain, isActive: true)
// Pulse — scale + opacity variation .symbolEffect(.breathe.pulse, isActive: true)
// By Layer .symbolEffect(.breathe.byLayer, isActive: true)
UIKit:
imageView.addSymbolEffect(.breathe) imageView.removeSymbolEffect(ofType: BreatheSymbolEffect.self)
Appear and Disappear
Protocols: TransitionSymbolEffect
// SwiftUI transition if showSymbol { Image(systemName: "checkmark.circle.fill") .transition(.symbolEffect(.appear)) }
if showSymbol { Image(systemName: "xmark.circle.fill") .transition(.symbolEffect(.disappear)) }
// Directional .transition(.symbolEffect(.appear.up)) .transition(.symbolEffect(.appear.down)) .transition(.symbolEffect(.disappear.up)) .transition(.symbolEffect(.disappear.down))
// By Layer .transition(.symbolEffect(.appear.byLayer))
// Whole Symbol .transition(.symbolEffect(.appear.wholeSymbol))
UIKit (as effect, not transition):
// Make symbol appear imageView.addSymbolEffect(.appear)
// Make symbol disappear imageView.addSymbolEffect(.disappear)
// Appear after disappear imageView.addSymbolEffect(.appear) // re-shows hidden symbol
Replace
Protocols: ContentTransitionSymbolEffect
// SwiftUI content transition Image(systemName: isFavorite ? "star.fill" : "star") .contentTransition(.symbolEffect(.replace))
// Directional variants .contentTransition(.symbolEffect(.replace.downUp)) .contentTransition(.symbolEffect(.replace.upUp)) .contentTransition(.symbolEffect(.replace.offUp))
// By Layer .contentTransition(.symbolEffect(.replace.byLayer))
// Whole Symbol .contentTransition(.symbolEffect(.replace.wholeSymbol))
// Magic Replace — default in iOS 18+, morphs shared elements // Automatic for structurally related pairs: star ↔ star.fill, pause.fill ↔ play.fill .contentTransition(.symbolEffect(.replace))
// Explicit Magic Replace with fallback for unrelated symbols .contentTransition(.symbolEffect(.replace.magic(fallback: .replace.downUp)))
UIKit:
// Change symbol with Replace transition let newImage = UIImage(systemName: "star.fill") imageView.setSymbolImage(newImage!, contentTransition: .replace)
// Directional imageView.setSymbolImage(newImage!, contentTransition: .replace.downUp)
Part 4: Draw Effects (iOS 26+)
Draw On
// Indefinite — draws in while active Image(systemName: "checkmark.circle") .symbolEffect(.drawOn, isActive: isComplete)
// Playback modes .symbolEffect(.drawOn.byLayer, isActive: isActive) .symbolEffect(.drawOn.wholeSymbol, isActive: isActive) .symbolEffect(.drawOn.individually, isActive: isActive)
// With options .symbolEffect(.drawOn, options: .speed(2.0), isActive: isActive) .symbolEffect(.drawOn, options: .nonRepeating, isActive: isActive)
Draw Off
// Indefinite — draws out while active Image(systemName: "star.fill") .symbolEffect(.drawOff, isActive: isHidden)
// Playback modes .symbolEffect(.drawOff.byLayer, isActive: isActive) .symbolEffect(.drawOff.wholeSymbol, isActive: isActive) .symbolEffect(.drawOff.individually, isActive: isActive)
// Direction control .symbolEffect(.drawOff.nonReversed, isActive: isActive) // follows draw path forward .symbolEffect(.drawOff.reversed, isActive: isActive) // erases in reverse order
UIKit Draw Effects
// Draw On imageView.addSymbolEffect(.drawOn)
// Draw Off imageView.addSymbolEffect(.drawOff)
// Remove imageView.removeSymbolEffect(ofType: DrawOnSymbolEffect.self)
Variable Draw
Uses SymbolVariableValueMode to control how variable values are rendered.
// Variable Draw — draws stroke proportional to value (iOS 26+) Image(systemName: "thermometer.high", variableValue: temperature) .symbolVariableValueMode(.draw)
// Variable Color — sets layer opacity based on threshold (iOS 17+, default) Image(systemName: "wifi", variableValue: signalStrength) .symbolVariableValueMode(.color)
SymbolVariableValueMode Enum (iOS 26+)
Case Description
.color
Sets opacity of each variable layer on/off based on threshold (existing behavior)
.draw
Changes drawn length of each variable layer based on range
Constraint: Some symbols support only one mode. Setting an unsupported mode has no visible effect. A symbol cannot use both Variable Color and Variable Draw simultaneously.
Gradient Rendering (iOS 26+)
Uses SymbolColorRenderingMode for automatic gradient generation from a single color.
// Gradient fill — system generates axial gradient from source color Image(systemName: "heart.fill") .symbolColorRenderingMode(.gradient) .foregroundStyle(.red)
// Works with any rendering mode Image(systemName: "cloud.rain.fill") .symbolRenderingMode(.hierarchical) .symbolColorRenderingMode(.gradient) .foregroundStyle(.blue)
SymbolColorRenderingMode Enum (iOS 26+)
Case Description
.flat
Solid color fill (default)
.gradient
Axial gradient generated from source color
Gradients are most effective at larger symbol sizes and work across all rendering modes.
Part 5: Content Transition Patterns
Symbol Swap with Replace
struct PlayPauseButton: View { @State private var isPlaying = false
var body: some View {
Button {
isPlaying.toggle()
} label: {
Image(systemName: isPlaying ? "pause.fill" : "play.fill")
.contentTransition(.symbolEffect(.replace))
}
.accessibilityLabel(isPlaying ? "Pause" : "Play")
}
}
Download Progress Pattern
struct DownloadButton: View { @State private var state: DownloadState = .idle
var symbolName: String {
switch state {
case .idle: "arrow.down.circle"
case .downloading: "stop.circle"
case .complete: "checkmark.circle.fill"
}
}
var body: some View {
Button {
advanceState()
} label: {
Image(systemName: symbolName)
.contentTransition(.symbolEffect(.replace))
.symbolEffect(.pulse, isActive: state == .downloading)
}
}
}
Toggle with Effect Feedback
struct FavoriteButton: View { @Binding var isFavorite: Bool @State private var bounceValue = 0
var body: some View {
Button {
isFavorite.toggle()
bounceValue += 1
} label: {
Image(systemName: isFavorite ? "star.fill" : "star")
.contentTransition(.symbolEffect(.replace))
.symbolEffect(.bounce, value: bounceValue)
.foregroundStyle(isFavorite ? .yellow : .gray)
}
}
}
Part 6: Custom Symbols
Template Structure
Custom symbols are SVG files with specific layer annotations:
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Export from design tool as SVG
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Import into SF Symbols app (File > Import)
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Set template type: Monochrome, Hierarchical, Multicolor, or Variable Color
-
Annotate layers for rendering modes:
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Primary layer: Full opacity in Hierarchical
-
Secondary layer: Reduced opacity in Hierarchical
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Tertiary layer: Most reduced opacity in Hierarchical
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Set Palette colors per layer if supporting Palette mode
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Export as .svg template for Xcode
Draw Annotation (SF Symbols 7)
To enable Draw animations on custom symbols:
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Select a path in SF Symbols 7 app
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Open the Draw annotation panel
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Place guide points on the path:
Point Type Visual Purpose
Start Open circle Where drawing begins
End Closed circle Where drawing ends
Corner Diamond Sharp direction change
Bidirectional Double arrow Center-outward drawing
Attachment Link icon Non-drawing decorative connection
-
Minimum: 2 guide points per path (start + end)
-
Option-drag for precise placement
-
Test in Preview panel across all weights
Weight Interpolation
Custom symbols should include designs for at least 3 weight variants:
-
Ultralight (thinnest)
-
Regular (middle)
-
Black (thickest)
The system interpolates between these for intermediate weights (Thin, Light, Medium, Semibold, Bold, Heavy).
Importing to Xcode
-
In Xcode, open Asset Catalog
-
Click + > Symbol Image Set
-
Drag exported .svg from SF Symbols app
-
Asset catalog symbols: Image("custom.symbol.name") . For symbols loaded from a bundle: Image(systemName: "custom.symbol.name", bundle: .module)
Part 7: Platform Availability Matrix
Rendering Modes
Feature iOS macOS watchOS tvOS visionOS
Monochrome 13+ 11+ 6+ 13+ 1+
Hierarchical 15+ 12+ 8+ 15+ 1+
Palette 15+ 12+ 8+ 15+ 1+
Multicolor 15+ 12+ 8+ 15+ 1+
Variable Value 16+ 13+ 9+ 16+ 1+
Symbol Effects
Effect Category iOS macOS watchOS tvOS visionOS
Bounce Discrete 17+ 14+ 10+ 17+ 1+
Pulse Discrete/Indefinite 17+ 14+ 10+ 17+ 1+
Variable Color Discrete/Indefinite 17+ 14+ 10+ 17+ 1+
Scale Indefinite 17+ 14+ 10+ 17+ 1+
Appear Transition 17+ 14+ 10+ 17+ 1+
Disappear Transition 17+ 14+ 10+ 17+ 1+
Replace Content Transition 17+ 14+ 10+ 17+ 1+
Wiggle Discrete/Indefinite 18+ 15+ 11+ 18+ 2+
Rotate Discrete/Indefinite 18+ 15+ 11+ 18+ 2+
Breathe Discrete/Indefinite 18+ 15+ 11+ 18+ 2+
Draw On Indefinite 26+ Tahoe+ 26+ 26+ 26+
Draw Off Indefinite 26+ Tahoe+ 26+ 26+ 26+
Variable Draw Value-based 26+ Tahoe+ 26+ 26+ 26+
Gradient Fill Rendering 26+ Tahoe+ 26+ 26+ 26+
Effect Behavior Categories
Category What It Does How to Trigger
Discrete One-shot animation, returns to rest .symbolEffect(_:value:) — fires when value changes
Indefinite Loops while active .symbolEffect(_:isActive:) — loops while true
Transition Plays on view insert/remove .transition(.symbolEffect(_:))
Content Transition Plays when symbol changes .contentTransition(.symbolEffect(_:))
Part 8: UIKit Complete Reference
Adding Effects
// Add indefinite effect imageView.addSymbolEffect(.pulse) imageView.addSymbolEffect(.breathe) imageView.addSymbolEffect(.rotate) imageView.addSymbolEffect(.variableColor.iterative) imageView.addSymbolEffect(.scale.up)
// Add with options imageView.addSymbolEffect(.bounce, options: .repeat(3)) imageView.addSymbolEffect(.pulse, options: .speed(2.0))
// Add with completion handler imageView.addSymbolEffect(.bounce, options: .default) { context in // Called when effect finishes print("Bounce complete") }
Removing Effects
// Remove specific effect type imageView.removeSymbolEffect(ofType: PulseSymbolEffect.self) imageView.removeSymbolEffect(ofType: ScaleSymbolEffect.self) imageView.removeSymbolEffect(ofType: RotateSymbolEffect.self)
// Remove all effects imageView.removeAllSymbolEffects()
// Remove with options imageView.removeSymbolEffect(ofType: PulseSymbolEffect.self, options: .default)
// Remove with completion imageView.removeSymbolEffect(ofType: PulseSymbolEffect.self) { context in print("Pulse removed") }
Setting Symbol Images with Transitions
// Replace with content transition let newImage = UIImage(systemName: "pause.fill")! imageView.setSymbolImage(newImage, contentTransition: .replace)
// Directional replace imageView.setSymbolImage(newImage, contentTransition: .replace.downUp) imageView.setSymbolImage(newImage, contentTransition: .replace.upUp) imageView.setSymbolImage(newImage, contentTransition: .replace.offUp)
// With options imageView.setSymbolImage(newImage, contentTransition: .replace, options: .speed(2.0))
UIBarButtonItem Effects
// Effects also work on UIBarButtonItem barButtonItem.addSymbolEffect(.bounce) barButtonItem.addSymbolEffect(.pulse, isActive: isLoading) barButtonItem.removeSymbolEffect(ofType: PulseSymbolEffect.self)
Part 9: Accessibility
Labels
// SwiftUI Image(systemName: "star.fill") .accessibilityLabel("Favorite")
// UIKit let image = UIImage(systemName: "star.fill") imageView.accessibilityLabel = "Favorite" imageView.isAccessibilityElement = true
// Label automatically provides accessibility Label("Settings", systemImage: "gear") // VoiceOver reads: "Settings"
Reduce Motion
Symbol effects automatically respect UIAccessibility.isReduceMotionEnabled . When Reduce Motion is on:
-
Most effects are simplified or suppressed
-
Replace transitions use crossfade instead of directional movement
-
Indefinite effects may be simplified to static appearance changes
Do not attempt to override or check this yourself for effects. The system handles it. Only intervene if effects carry semantic meaning:
// If the pulsing conveys connection status, provide a text label Image(systemName: "wifi") .symbolEffect(.pulse, isActive: isConnecting) .accessibilityLabel(isConnecting ? "Connecting to WiFi" : "WiFi connected")
Bold Text
SF Symbols automatically adapt when Bold Text is enabled in Accessibility settings. Custom symbols need weight variants to support this properly.
Dynamic Type
Symbols sized with .font() scale automatically with Dynamic Type. Symbols sized with explicit point sizes (.font(.system(size: 24)) ) do not scale.
// ✅ Scales with Dynamic Type Image(systemName: "star.fill") .font(.title)
// ❌ Fixed size, does not scale Image(systemName: "star.fill") .font(.system(size: 24))
Part 10: Common Patterns
Notification Badge with Effect
struct NotificationBell: View { let count: Int
var body: some View {
Image(systemName: count > 0 ? "bell.badge.fill" : "bell.fill")
.contentTransition(.symbolEffect(.replace))
.symbolEffect(.wiggle, value: count)
.symbolRenderingMode(.palette)
.foregroundStyle(count > 0 ? .red : .primary, .primary)
}
}
WiFi Strength Indicator
struct WiFiIndicator: View { let strength: Double // 0.0 to 1.0 let isSearching: Bool
var body: some View {
Image(systemName: "wifi", variableValue: strength)
.symbolEffect(.variableColor.iterative, isActive: isSearching)
.symbolRenderingMode(.hierarchical)
.accessibilityLabel(
isSearching ? "Searching for WiFi" :
"WiFi strength: \(Int(strength * 100))%"
)
}
}
Animated Toggle
struct RecordButton: View { @State private var isRecording = false
var body: some View {
Button {
isRecording.toggle()
} label: {
Image(systemName: isRecording ? "stop.circle.fill" : "record.circle")
.contentTransition(.symbolEffect(.replace))
.symbolEffect(.breathe.pulse, isActive: isRecording)
.font(.largeTitle)
.foregroundStyle(isRecording ? .red : .primary)
}
.accessibilityLabel(isRecording ? "Stop recording" : "Start recording")
}
}
Multi-State Symbol with Draw (iOS 26+)
struct TaskCheckbox: View { @State private var isComplete = false
var body: some View {
Button {
isComplete.toggle()
} label: {
Image(systemName: isComplete ? "checkmark.circle.fill" : "circle")
.contentTransition(.symbolEffect(.replace))
.symbolEffect(.drawOn, isActive: isComplete)
.font(.title2)
.foregroundStyle(isComplete ? .green : .secondary)
}
.accessibilityLabel(isComplete ? "Completed" : "Not completed")
}
}
Resources
WWDC: 2023-10257, 2023-10258, 2024-10188, 2025-337
Docs: /symbols, /symbols/symboleffect, /symbols/bouncesymboleffect, /symbols/pulsesymboleffect, /symbols/variablecolorsymboleffect, /symbols/scalesymboleffect, /symbols/wigglesymboleffect, /symbols/rotatesymboleffect, /symbols/breathesymboleffect, /symbols/appearsymboleffect, /symbols/disappearsymboleffect, /symbols/replacesymboleffect, /symbols/drawonsymboleffect, /symbols/drawoffsymboleffect, /swiftui/image/symbolrenderingmode(_:), /uikit/uiimage/symbolconfiguration
Skills: axiom-sf-symbols, axiom-hig-ref, axiom-swiftui-animation-ref
Last Updated Based on WWDC 2023/10257-10258, WWDC 2024/10188, WWDC 2025/337 Version iOS 13+ (display), iOS 15+ (rendering modes), iOS 17+ (effects), iOS 18+ (Wiggle/Rotate/Breathe), iOS 26+ (Draw, Gradients)