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  • Meet UIKit for spatial computing

    Learn how to bring your UIKit app to visionOS. We'll show you how to build for a new destination, explore APIs and best practices for spatial computing, and take your content into the third dimension when you use SwiftUI with UIKit in visionOS.

    Capítulos

    • 1:35 - Getting started
    • 2:56 - Platform differences
    • 5:36 - Polishing your app
    • 5:52 - Polish: Colors
    • 10:20 - Polish: Hover
    • 12:12 - Polish: Input
    • 13:47 - Outside the bounds
    • 15:03 - Outside: Presentations
    • 17:11 - Outside: Ornaments
    • 21:51 - Outside: RealityKit

    Recursos

      • Video HD
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    Videos relacionados

    WWDC23

    • Build spatial experiences with RealityKit
    • Develop your first immersive app
    • Elevate your windowed app for spatial computing
    • Meet SwiftUI for spatial computing
    • Principles of spatial design
    • Run your iPad and iPhone apps in the Shared Space
  • Buscar este video…
    • 16:15 - permittedArrowDirections

      import UIKit
      
      extension EditorViewController {
      
          @objc func showDocumentPopover(sender: UIBarButtonItem) {
              let controller = DocumentInfoViewController(document: pixelDocument)
              controller.modalPresentationStyle = .popover
              if let presentationController = controller.popoverPresentationController {
                  presentationController.barButtonItem = sender
                  if traitCollection.userInterfaceIdiom == .reality {
                      presentationController.permittedArrowDirections = .any
                  } else {
                      presentationController.permittedArrowDirections = .right
                  }
              }
              present(controller, animated: true, completion: nil)
          }
      
      }
    • 19:46 - Ornament

      extension EditorViewController {
      
          func showEditingControlsOrnament() {
              let ornament = UIHostingOrnament(sceneAlignment: .bottom, contentAlignment: .center) {
                  EditingControlsView(model: controlsViewModel)
                      .glassBackgroundEffect()
              }
      
              self.ornaments = [ornament]
      
              editorView.style = .edgeToEdge
          }
      
      }
    • 22:45 - UIHostingController

      extension EditorViewController {
      
          func showEntityPreview() {
              let entityView = PixelArtEntityView(model: entityViewModel)
              let controller = UIHostingController(rootView: entityView)
              addChild(controller)
              view.addSubview(controller.view)
              controller.didMove(toParent: self)
              prepareEditorInteractions()
          }
      
      }
    • 22:46 - Using Semantic Colors

      private let titleLabelTextField: UITextField = {
          textField.textColor = UIColor.label
          return textField
      }()
      
      private let authorLabel: UILabel = {
          label.textColor = UIColor.secondaryLabel
          return label
      }()
    • 22:47 - Adding a recessed appearance to a text field

      textField.borderStyle = .roundedRect
    • 22:48 - Overriding preferredContainerBackgroundStyle

      class MyViewController: UIViewController {
          override var preferredContainerBackgroundStyle: UIContainerBackgroundStyle {
              return .glass
          }
      }
    • 22:49 - Customizing hover style

      class CollectionViewCell: UICollectionViewCell {
          init(document: PixelArtDocument) {
              self.hoverStyle = .init(
                  effect: .highlight, 
                  shape: .roundedRect(cornerRadius: 8.0))
          }
      }
    • 22:50 - Checking user interface idiom

      func fourFingerSwipe() {
          let gesture = UISwipeGestureRecognizer(
              target: self, 
              action: #selector(self.deleteAll))
          gesture.direction = .left
          if traitCollection.userInterfaceIdiom == .reality {
              gesture.numberOfTouchesRequired = 2
          } else {
              gesture.numberOfTouchesRequired = 4
          }
          self.view.addGestureRecognizer(gesture)
      }

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