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Learning iOS UI Development

Learning iOS UI Development

By : D'areglia
4.2 (5)
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Learning iOS UI Development

Learning iOS UI Development

4.2 (5)
By: D'areglia

Overview of this book

Through this comprehensive one-stop guide, you’ll get to grips with the entire UIKit framework and in a flash, you’ll be creating modern user interfaces for your iOS devices using Swift. Starting with an overview of the iOS drawing system and the available tools, you will then learn how to use these technologies to create adaptable layouts and custom elements for your applications. Next, you’ll be introduced to other topics such as animation and code-drawing with Core Graphics, which will give you all the knowledge you need to create astonishing user interfaces. By the end of this book, you will have a solid foundation in iOS user interface development and will have gained valuable insights on the process of building firm and complex UIs.
Table of Contents (11 chapters)
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10
Index

Exploring text elements


There are different ways to display text in iOS. You can draw strings directly in a graphic context through NSString or NSAttributedString or take advantage of the power of Text Kit, a framework dedicated to text drawing that is involved in all the controls we'll see in the next paragraphs. UIKit provides some really helpful classes built on Text Kit, which will simplify your work, allowing you not to worry about the way text is drawn. Let's go through all these classes.

Presenting text with UILabel

UILabel is a class that simply draws strings. Its text and attributedText properties define the text that is displayed by the label; the former receives a simple NSString instance to display plain text, while the latter receives an NSAttributedString instance to include styles, such as bold and italic, or draw strings with different colors and fonts:

The aspect of a label can be changed using dedicated properties:

  • textColor: This is used for plain strings. It defines the...

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