Building my first iOS with Swift: Session II
Let’s dive into what’s next. First, we’ll work on creating the segues and connect all the scenes!
Add a “+” button that will open the new/create scene.
Then connect the AddView to this button — more drag and drop magic. Hold the control key and drag from the “+” button to the view you want (in this case the AddView. I also created a segue from the “customcell” to the DetailVew.
Oh, so pretty, but it also shows how good Ionic framework is if you look at the prototyped app that has these transitions.
Next, I wanted to add a little arrow “>” to each cell in the table. So I Google’ed and one of the first results told me exactly what to do — Add an accessory called ‘Disclosure Indicator’ to the Prototype cell using the Interface Builder.
Next up, adding an icon
Seems like an unnecessary next step, but the tutorial I am following seems to suggest this, so let’s go with the flow.
If you don’t want to spent time in Sketch or Photoshop, there is an answer in http://makeappicon.com/. Creating an app icon in Sketch is a project for another time. For now, this idea bulb will do.
Let’s add some buttons and input fields
Using the Interface Builder, adding and adjusting Text Fields, Text Views and Buttons was pretty straight-forward.
And while we are at it, add some “empty” controllers for these other views. To do that, we create a new file of type ‘Cocoa Touch Class’ and have the AddViewController and DetailViewController be subclasses of UIViewController.
Then I associated the view controllers with the classes I just created.
Next, we need to associate the UI elements to something in the code. The ‘Assistant Editor’ is really useful in this case.
Hmm, with what seemed like a whole lot of time in the storyboard editor, we have a skeleton now where we can go between screens/scenes and I am getting a better handle on how to connect the UI to the code. Still feels like a long way to go, but we are making progress. All the progress pushed to GitHub. See you in the next session.