Apple has a list of the builtin activityTypes if you want to exclude any in your own implementation. We can also exclude Activity types if we want to restrict what shows up in our UIAlertViewController as options for sharing or saving the image. The UIActivityViewController is what we associate with a sharing screen. Next we'll need to create a new activityViewController of type UIActivityViewController. If we wanted to share other items we could also add it to this array (for example if we wanted to pass a string in to automatically provide a caption). This image can then be added into an array of activityItems which we can pass into our UIActivityViewController. We'll use the getImage method of our FlexChart object to return an NSData object that can be used to create a UIImage. This is actually pretty straightforward too. The next step is to handle what happens when our shareButton is clicked. ShareButton = initWithBarButtonSystemItem:UIBarButtonSystemItemAction target:self = shareButton We'll also specify the share method (which I'll get to shortly) to handle when the button is clicked. In the ViewController, we'll need to initialize the button, and add it as the right navigation item of our ViewController. First we need to declare our shareButton object (which is of the type UIBarButtonItem). Implementing a Share ButtonĬreating the share button is a straightforward process. In this article, we'll cover the highlights of implementing a sharing button in a small iOS app. Apple provides some tools to for this purpose that not only give you easy access to any available sharing options (Mail, Message, Facebook, etc.), but also the ability to quickly save and print your data visualization. We’ll begin with the implementation of the text fields and the label placing right above each of the text fields.Xuni gives you the ability to turn your chart or gauge control into an image using the getImage method, but you may wonder how you can easily share this with others. Please make sure you enable the Use SwiftUI option. First, create a new project in Xcode 11 using the Single View Application template and name it FormDemo (or whatever name you like). If not, you can check out this free starter guide to learn the basics. ![]() I also assume you have some basic knowledge of Swift. At the time of this writing, both Xcode 11 and macOS Catalina (aka macOS 10.15) are currently in beta. You have to upgrade your macOS to macOS Catalina if you haven’t. Since the design canvas, that is the instant preview feature, can only work on macOS Catalina. To follow this tutorial, you will need to have Xcode 11 installed on your Mac. Prerequisites of Using SwiftUI and Design Canvas ![]() Below is the screen you’ll work on.Įditor’s note: The sample screen is a screen of our FoodPin app that you will learn to build in our beginner course. Today, I’d like to show you to build a simple form using SwiftUI. Previously, you learned how to build a table view app and handle navigation. Together with the new instant preview feature, that lets you write code and preview the visual changes at real-time, the whole development experience is faster and more interactive. You’ll feel more natural to describe the app layout you want. But just like the time when we switched from Objective-C to Swift, you’ll enjoy writing the UI code in the declarative syntax once you manage it. The declarative syntax may be new to some developers. The framework provides developers with a new way to develop a UI, allowing you to build the same UI with much less code. After exploring the framework for around a week, I really enjoy developing user interface with SwiftUI, even though it’s still buggy at this stage. ![]() In the introductory tutorial, we gave you an overview of SwiftUI and walked you through how to build a simple user interface.
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