This tutorial shows how to load, add, and save annotation objects in a macOS Swift Console application using the LEADTOOLS SDK.
Overview | |
---|---|
Summary | This tutorial covers how to load, add, and save annotations in a macOS Swift Console application. |
Completion Time | 30 minutes |
Visual Studio Project | Download tutorial project (5 KB) |
Platform | macOS Swift Console Application |
IDE | Xcode |
Development License | Download LEADTOOLS |
Try it in another language |
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Get familiar with the basic steps of creating a project by reviewing the Add References and Set a License tutorial, before working on the Load, Add, and Save Annotations - macOS Swift Console tutorial.
Start with a copy of the project created in the Add References and Set a License tutorial. If you do not have that project, follow the steps in that tutorial to create it.
The references needed depend upon the purpose of the project. This tutorial requires the following Framework references located at <INSTALL_DIR>\LEADTOOLS23\Bin\Xcode\Frameworks\macOS
:
Leadtools.Annotations.Engine
Leadtools.Codecs.framework
Leadtools.framework
Edit the Leadtools-Bridging-Header.h
file to add the following imports:
#import <Leadtools.Annotations.Engine/Leadtools.Annotations.Engine.h>
For a complete list of which files are required for your application, refer to Files to be Included in your Application.
The License unlocks the features needed for the project. It must be set before any toolkit function is called. For details, including tutorials for different platforms, refer to Setting a Runtime License.
There are two types of runtime licenses:
Note: Adding LEADTOOLS references and setting a license are covered in more detail in the Add References and Set a License tutorial.
With the project created, the references added, and the license set, coding can begin.
Using the Project Navigator, open main.swift
. Below the call to the SetLicense()
function, create a new instance of LTAnnCodecs
.
Then, add a new function to your project named LoadAnnotations(codecs: LTAnnCodecs) -> LTAnnContainer?
. This function takes in the LTAnnCodecs
object created and will return an LTAnnContainer
object containing the loaded LTAnnObjects
. Be sure to call this new function below the LTAnnCodecs
object creation as shown below.
SetLicense()
let annCodecs: LTAnnCodecs = LTAnnCodecs()
guard let annContainer: LTAnnContainer = LoadAnnotations(codecs: annCodecs) else { fatalError() }
SaveAnnotations(codecs: annCodecs, container: annContainer)
Add the following code to the LoadAnnotations()
function to load the annotation objects from file and return the LTAnnContainer
. For the purposes of this tutorial, this sample Annotations XML File can be used.
func LoadAnnotations(codecs: LTAnnCodecs) -> LTAnnContainer? {
do {
let xmlString = try String(contentsOfFile: "FILE PATH TO ANNOTATIONS XML", encoding: .utf8)
// Load annotations
guard let annContainer: LTAnnContainer = codecs.load(from: xmlString, pageNumber: 1) else { fatalError("Failed to load file to container.") }
// Print all the objects in the container
print("\n\(annContainer.children.count) Annoations Loaded:\n")
for i in 0..<annContainer.children.count {
let object = annContainer.children[i]
print("Annotation: \(object.friendlyName)")
}
return annContainer
} catch {
print(error.localizedDescription)
}
return nil
}
Add a new function to your project named SaveAnnotations(codecs: LTAnnCodecs, container: LTAnnContainer)
. This function takes in the current LTAnnCodecs
object and the LTAnnContainer
returned from the LoadAnnotations()
function. Be sure to call the SaveAnnotations()
func below the call to the LoadAnnotations
func, as shown in the previous section.
Add the code below to the SaveAnnotations()
function to add a new LTAnnObject
to the LTAnnContainer
and then export the container to a new XML file.
func SaveAnnotations(codecs: LTAnnCodecs, container: LTAnnContainer) {
// Add new rectangle to container
let annRect: LTAnnRectangleObject = LTAnnRectangleObject()
annRect.rect = LeadRectDMake(100, 200, 400, 400)
annRect.stroke = LTAnnStroke.init(brush: LTAnnSolidColorBrush.init(color: "Red"), withThickness: LeadLengthD.init(value: 3.0))
container.children.add(annRect)
print("\nNew AnnRectangleObject added to annotation container\n")
// Export annotations to XML file
let saveString = codecs.save(container: container, format: LTAnnFormat.annotations, data: nil, savePageNumber: 0)
do {
if let xml = try? XMLElement.init(xmlString: saveString) {
let str = xml.xmlString(options: .nodePrettyPrint)
try str.write(to: URL(fileURLWithPath: "FILE PATH TO EXPORT XML FILE"), atomically: true, encoding: .utf8)
}
} catch {
print(error.localizedDescription)
}
print("\(container.children.count) Annotations saved to file")
}
Clean the project to clear any errors by selecting Product -> Clean Build Folder or Shift + Command + K.
Run the project by selecting Product -> Run or Command + R.
If the steps were followed correctly, the application runs and loads the LTAnnContainer
from the specified XML file, adds a new LTAnnRectangleObject
to the LTAnnContainer
, and then saves the modified container to a new XML file.
This tutorial showed how to load and save annotation containers, as well as add an LTAnnObject
to the LTAnnContainer
. Also it covered how to use the LTAnnCodecs
class.