![]() Now, you’re ready for your next task, which is to create the view of an edge. In the preview frame, you’ll see the two possible versions of NodeView. Open the SwiftUI canvas using Adjust Editor Options ▸ Canvas at the top-right of the editor or by pressing Option-Command-Return. This choice controls how the SwiftUI canvas displays your preview. Select simulator iPhone 11 Pro in the target selector. Nothing fancy, but it’s fine to start working with. This results in a green ellipse with a border and text inside. frame(width: NodeView.width, height: NodeView.width, alignment. padding(EdgeInsets(top: 0, leading: 8, bottom: 0, trailing: 8))) stroke(isSelected ? Color.red : Color.black, lineWidth: isSelected ? 5 : 3)) Go back to NodeView and replace the body property with the following implementation: This provides you with a preview of how the view looks when you select it. Here, you instantiate two nodes using two different instances of SelectionHandler. NodeView(node: node2, selection: selection2) NodeView(node: node1, selection: selection1) Let node2 = Node(text: "I'm selected, look at me") Now, find the NodeView_Previews implementation and replace the body of the previews property with: The computed property isSelected keeps things tidy inside the body of the view.tells you that selection is passed to NodeView by reference, as it has a requirement of AnyObject.var node: var selection: SelectionHandler Name the file NodeView.swift and check that you’ve selected the target RazeMind. ![]() Select iOS ▸ Swift UI View and click Next. In the Project navigator, select the View Stack folder and then add a new file by pressing Command-N. The first thing to do is to create SwiftUI views for these two types. You want to display two things on the surface: nodes and edges. You’ll start by building some simple views. Now, it’s time to implement these features. Use a pinch gesture to zoom in and out.Pan the surface by dragging the surface.Pan and zoom on the screen because it acts like an infinite surface.Change the position of a node by dragging it.Here’s the set of rules you’ll implement: If your interface is too strange or complex, your users will find it hard to work with. You can do almost anything, but remember to consider common-use patterns and accessibility. When you create your own app, you need to decide how you want your interface to operate. You’ll be able to pan the surface and zoom in and out to see more or less content. You’ll take components from a palette and generate a bill of materials with that information.įor this tutorial, you’ll build an infinite 2D surface. Imagine you’re an architect planning a building. In the sample project, your node is a container for a single string, but you can think as big as you want. A node can reference anything you choose. An undirected graph doesn’t give any significance to the orientation of the end points, so A -> B = B -> A.Ī graph is a web of connections. A directed graph symbolizes orientation between the two end nodes A and B of an edge, e.g A -> B != B -> A. Graphs are either directed or undirected. A connection between two nodes is an edge. Graphs are mathematical structures that model pair-wise relationships between nodes in the graph. You don’t need to understand it all right now. In a nutshell, the starter code provides managed access to some sets of objects. There is some logic associated with selection and editing of nodes that you’ll use later.įeel free to browse the starter project code. SelectionHandler.swift: This helper acts as a persistent memory of the selection state of the view.Edge.swift: An edge describes a connection between two nodes and includes references to them.Node.swift: A node describes one object in the mesh, the position of the node and the text contained by the node.You’ll use that logic later in the tutorial. There’s some logic associated with manipulating the mesh’s data. A mesh has a set of nodes and a set of edges. Mesh.swift: The mesh is the top-level container for the model.You’ll see four Swift files that provide a data source for the graph that you’ll render: In the Project navigator, locate and expand the folder called Model. Open the RazeMind project in the starter folder. You’ll learn more about graph theory in the next section. To keep you focused on the SwiftUI elements of this project, you’ll start with some existing model code that describes the graph. If this is your first trip into SwiftUI, check out our basic SwiftUI tutorial first.ĭownload the tutorial materials by clicking the Download Materials button at the top or bottom of the tutorial. Note: This tutorial assumes you have a basic understanding of SwiftUI syntax and intermediate-level Swift skills.
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