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iOS: Add digital ink quickstart sample
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756
ios/quickstarts/digitalinkrecognition/DigitalInkRecognitionExample.xcodeproj/project.pbxproj
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ios/quickstarts/digitalinkrecognition/DigitalInkRecognitionExample/AppDelegate.swift
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import UIKit | ||
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@UIApplicationMain | ||
class AppDelegate: UIResponder, UIApplicationDelegate { | ||
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var window: UIWindow? | ||
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func application( | ||
_ application: UIApplication, | ||
didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]? | ||
) -> Bool { | ||
// Override point for customization after application launch. | ||
return true | ||
} | ||
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// MARK: UISceneSession Lifecycle | ||
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@available(iOS 13.0, *) | ||
func application( | ||
_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, | ||
options: UIScene.ConnectionOptions | ||
) -> UISceneConfiguration { | ||
// Called when a new scene session is being created. | ||
// Use this method to select a configuration to create the new scene with. | ||
return UISceneConfiguration( | ||
name: "Default Configuration", sessionRole: connectingSceneSession.role) | ||
} | ||
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@available(iOS 13.0, *) | ||
func application( | ||
_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession> | ||
) { | ||
// Called when the user discards a scene session. If any sessions were discarded while the | ||
// application was not running, this will be called shortly after | ||
// application:didFinishLaunchingWithOptions. Use this method to release any resources | ||
// that were specific to the discarded scenes, as they will not return. | ||
} | ||
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} |
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ios/quickstarts/digitalinkrecognition/DigitalInkRecognitionExample/Info.plist
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<?xml version="1.0" encoding="UTF-8"?> | ||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> | ||
<plist version="1.0"> | ||
<dict> | ||
<key>UIUserInterfaceStyle</key> | ||
<string>Light</string> | ||
<key>CFBundleDevelopmentRegion</key> | ||
<string>$(DEVELOPMENT_LANGUAGE)</string> | ||
<key>CFBundleExecutable</key> | ||
<string>$(EXECUTABLE_NAME)</string> | ||
<key>CFBundleIdentifier</key> | ||
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string> | ||
<key>CFBundleInfoDictionaryVersion</key> | ||
<string>6.0</string> | ||
<key>CFBundleName</key> | ||
<string>$(PRODUCT_NAME)</string> | ||
<key>CFBundlePackageType</key> | ||
<string>APPL</string> | ||
<key>CFBundleShortVersionString</key> | ||
<string>1.0</string> | ||
<key>CFBundleVersion</key> | ||
<string>1</string> | ||
<key>LSRequiresIPhoneOS</key> | ||
<true/> | ||
<key>UIApplicationSceneManifest</key> | ||
<dict> | ||
<key>UIApplicationSupportsMultipleScenes</key> | ||
<false/> | ||
<key>UISceneConfigurations</key> | ||
<dict> | ||
<key>UIWindowSceneSessionRoleApplication</key> | ||
<array> | ||
<dict> | ||
<key>UISceneConfigurationName</key> | ||
<string>Default Configuration</string> | ||
<key>UISceneDelegateClassName</key> | ||
<string>SceneDelegate</string> | ||
<key>UISceneStoryboardFile</key> | ||
<string>Main</string> | ||
</dict> | ||
</array> | ||
</dict> | ||
</dict> | ||
<key>UILaunchStoryboardName</key> | ||
<string>LaunchScreen</string> | ||
<key>UIMainStoryboardFile</key> | ||
<string>Main</string> | ||
<key>UIRequiredDeviceCapabilities</key> | ||
<array> | ||
<string>armv7</string> | ||
</array> | ||
<key>UISupportedInterfaceOrientations</key> | ||
<array> | ||
<string>UIInterfaceOrientationPortrait</string> | ||
</array> | ||
<key>UISupportedInterfaceOrientations~ipad</key> | ||
<array> | ||
<string>UIInterfaceOrientationPortrait</string> | ||
</array> | ||
</dict> | ||
</plist> |
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ios/quickstarts/digitalinkrecognition/DigitalInkRecognitionExample/RecognizedInk.swift
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import Foundation | ||
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import MLKit | ||
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class RecognizedInk: NSObject { | ||
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/** Ink, displayed to the user. */ | ||
var ink: Ink | ||
/** Top recognition result candidate for the ink, displayed to the user. */ | ||
var text: String? = nil | ||
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/** | ||
* Creates a `RecognizedInk` with the given `Ink` once it is sent for recognition. Text is initially | ||
* empty. | ||
* @param ink The ink to be stored in the `RecognizedInk` object. | ||
* @return the initialized `RecognizedInk` object. | ||
*/ | ||
init(ink: Ink) { | ||
self.ink = ink | ||
} | ||
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} |
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ios/quickstarts/digitalinkrecognition/DigitalInkRecognitionExample/SceneDelegate.swift
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import UIKit | ||
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@available(iOS 13.0, *) | ||
@objc(SceneDelegate) | ||
class SceneDelegate: UIResponder, UIWindowSceneDelegate { | ||
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var window: UIWindow? | ||
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func scene( | ||
_ scene: UIScene, willConnectTo session: UISceneSession, | ||
options connectionOptions: UIScene.ConnectionOptions | ||
) { | ||
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`. | ||
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene. | ||
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead). | ||
guard let _ = (scene as? UIWindowScene) else { return } | ||
} | ||
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func sceneDidDisconnect(_ scene: UIScene) { | ||
// Called as the scene is being released by the system. | ||
// This occurs shortly after the scene enters the background, or when its session is discarded. | ||
// Release any resources associated with this scene that can be re-created the next time the scene connects. | ||
// The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead). | ||
} | ||
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func sceneDidBecomeActive(_ scene: UIScene) { | ||
// Called when the scene has moved from an inactive state to an active state. | ||
// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive. | ||
} | ||
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func sceneWillResignActive(_ scene: UIScene) { | ||
// Called when the scene will move from an active state to an inactive state. | ||
// This may occur due to temporary interruptions (ex. an incoming phone call). | ||
} | ||
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func sceneWillEnterForeground(_ scene: UIScene) { | ||
// Called as the scene transitions from the background to the foreground. | ||
// Use this method to undo the changes made on entering the background. | ||
} | ||
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func sceneDidEnterBackground(_ scene: UIScene) { | ||
// Called as the scene transitions from the foreground to the background. | ||
// Use this method to save data, release shared resources, and store enough scene-specific state information | ||
// to restore the scene back to its current state. | ||
} | ||
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} |
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