+ All Categories
Home > Documents > Guides iOS Installation · COCOAPODS INSTALLATION. 3. Make sure you have the latest version of...

Guides iOS Installation · COCOAPODS INSTALLATION. 3. Make sure you have the latest version of...

Date post: 26-Sep-2018
Category:
Upload: phamnhu
View: 230 times
Download: 0 times
Share this document with a friend
183
Guides iOS Document current as of 10/17/2017 03:13 PM. Installation In order to build your app on a SmartDeviceLink (SDL) Core, the SDL software development kit (SDK) must be installed in your app. The following steps will guide you through adding the SDL SDK to your workspace and conguring the environment. Install SDL SDK We have provided three dierent ways to install the SDL SDK in your project: CocoaPods, Carthage, or manually. 1. Xcode should be closed for the following steps. 2. Open the terminal app on your Mac. COCOAPODS INSTALLATION
Transcript

Guides iOSDocument current as of 10/17/2017 03:13 PM.

Installation

In order to build your app on a SmartDeviceLink (SDL) Core, the SDL software

development kit (SDK) must be installed in your app. The following steps will

guide you through adding the SDL SDK to your workspace and configuring the

environment.

Install SDL SDK

We have provided three different ways to install the SDL SDK in your project:

CocoaPods, Carthage, or manually.

1. Xcode should be closed for the following steps.2. Open the terminal app on your Mac.

COCOAPODS INSTALLATION

3. Make sure you have the latest version of CocoaPods installed. For more

information on installing CocoaPods on your system please consult:

https://cocoapods.org.

1. Navigate to the root directory of your app. Make sure your current folder

contains the .xcodeproj file2. Create a new Podfile.

1. In the Podfile, add the following text. This tells CocoaPods to install SDL

SDK for iOS.

sudo gem install cocoapods

pod init

target ‘<#Your Project Name#>’ do pod ‘SmartDeviceLink-iOS’, ‘~> <#SDL Version#>’end

1. Install SDL SDK for iOS:

1. There will be a newly created .xcworkspace file in the directory in

addition to the .xcodeproj file. Always use the .xcworkspace file from

now on.2. Open the .xcworkspace file. To open from the terminal, type:

SDL iOS supports Carthage! Install using Carthage by following this guide.

Carthage supports iOS 8+.

N O T E

SDL Versions are available on Github. We suggest always using the

latest release.

pod install

open <#Your Project Name#>.xcworkspace

CARTHAGE INSTALLATION

Tagged to our releases is a dynamic framework file that can be drag-and-

dropped into the application. Dynamic frameworks are supported on iOS 8+.

Please Note: You cannot submit your app to the app store with the

framework as is. You MUST strip the simulator part of the framework

first. Use a script such as Carthage's to accomplish this.

SDK Configuration

1. Get a SDL Core

If you do not have a SDL enabled head unit for testing, you should build the

sdl_core project. The sdl_core project is an emulator that lets you simulate

sending and receiving remote procedure calls between a smartphone app and a

SDL Core.

2. Enable Background Capabilities

Your application must be able to maintain a connection to the SDL Core even

when it is in the background. This capability must be explicitly enabled for your

application (available for iOS 5+). To enable the feature, select your

application's build target, go to Capabilities, Background Modes, and select

External accessory communication mode.

3. Add SDL Protocol Strings

Your application must support a set of SDL protocol strings in order to be

connected to SDL enabled head units. Go to your application's .plist file and

add the following code under the top level dictionary.

MANUAL INSTALLATION

N O T E

This is only required for USB and Bluetooth enabled head units. It is

not necessary during development using SDL Core.

<key>UISupportedExternalAccessoryProtocols</key><array><string>com.smartdevicelink.prot29</string><string>com.smartdevicelink.prot28</string><string>com.smartdevicelink.prot27</string><string>com.smartdevicelink.prot26</string><string>com.smartdevicelink.prot25</string><string>com.smartdevicelink.prot24</string><string>com.smartdevicelink.prot23</string><string>com.smartdevicelink.prot22</string><string>com.smartdevicelink.prot21</string><string>com.smartdevicelink.prot20</string><string>com.smartdevicelink.prot19</string><string>com.smartdevicelink.prot18</string><string>com.smartdevicelink.prot17</string><string>com.smartdevicelink.prot16</string><string>com.smartdevicelink.prot15</string><string>com.smartdevicelink.prot14</string><string>com.smartdevicelink.prot13</string><string>com.smartdevicelink.prot12</string><string>com.smartdevicelink.prot11</string><string>com.smartdevicelink.prot10</string><string>com.smartdevicelink.prot9</string><string>com.smartdevicelink.prot8</string><string>com.smartdevicelink.prot7</string><string>com.smartdevicelink.prot6</string><string>com.smartdevicelink.prot5</string><string>com.smartdevicelink.prot4</string><string>com.smartdevicelink.prot3</string><string>com.smartdevicelink.prot2</string><string>com.smartdevicelink.prot1</string><string>com.smartdevicelink.prot0</string><string>com.smartdevicelink.multisession</string><string>com.ford.sync.prot0</string></array>

4. Access the Documentation

You can find the latest reference documentation on CocoaDocs.

D O W N LOA D T H E D O C U M E N TAT I O N

Install this documentation to Dash or to Xcode by using Docs for Xcode. On the

SDL Docs page, click the upload icon located in the upper right hand corner of

the screen and add the documentation to Dash or Xcode.

5. Get an App Id

An app id is required for production level apps. The app id gives your app

special permissions to access vehicle data. If your app does not need to access

vehicle data, a dummy app id (i.e. create a fake id like "1234") is sufficient

during the development stage. However, you must get an app id before

releasing the app to the public.

To obtain an app id, sign up at smartdevicelink.com.

Integration Basics

How SDL Works

SmartDeviceLink works by sending remote procedure calls (RPCs) back and

forth between a smartphone application and the SDL Core. These RPCs allow

you to build the user interface, detect button presses, play audio, and get

vehicle data, among other things. You will use the SDL library to build your app

on the SDL Core.

Set Up a Proxy Manager Class

You will need a class that manages the RPCs sent back and forth between your

app and SDL Core. Since there should be only one active connection to the SDL

Core, you may wish to implement this proxy class using the singleton pattern.

ProxyManager.h

ProxyManager.m

OBJECTIVE-C

#import <Foundation/Foundation.h>

NS_ASSUME_NONNULL_BEGIN

@interface SDLMananger : NSObject

+ (instancetype)sharedManager;

@end

NS_ASSUME_NONNULL_END

#import "ProxyManager.h"

NS_ASSUME_NONNULL_BEGIN

@interface ProxyManager ()

@end

@implementation ProxyManager

+ (instancetype)sharedManager { static ProxyManager* sharedManager = nil; static dispatch_once_t onceToken; dispatch_once(&onceToken, ^{ sharedManager = [[ProxyManager alloc] init]; });

return sharedManager;}

- (instancetype)init { self = [super init]; if (!self) { return nil; }}

@end

NS_ASSUME_NONNULL_END

Your app should always start passively watching for a connection with a SDL

Core as soon as the app launches. The easy way to do this is by instantiating

the ProxyManager class in the didFinishLaunchingWithOptions() method in

your AppDelegate class.

The connect method will be implemented later. To see a full example, navigate

to the bottom of this page.

SWIFT

class ProxyManager: NSObject { // Singleton static let sharedManager = ProxyManager()

private override init() { super.init() }}

OBJECTIVE-C

@implementation AppDelegate

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // Initialize and start the proxy [[ProxyManager sharedManager] connect];}

@end

Import the SDL Library

At the top of the ProxyManager class, import the SDL for iOS library.

SWIFT

class AppDelegate: UIResponder, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool { // Initialize and start the proxy ProxyManager.shared.connect()

return true }}

OBJECTIVE-C

#import "SmartDeviceLink.h"

Implement the SDL Manager

The SDLManager is a helper class that will handle setting up the initial

connection with the SDL Core. It will also help you upload images and send

RPCs.

SWIFT

import SmartDeviceLink_iOS

OBJECTIVE-C

#import "ProxyManager.h"#import "SmartDeviceLink.h"

NS_ASSUME_NONNULL_BEGIN

@interface ProxyManager ()

@property (nonatomic, strong) SDLManager *sdlManager;

@end

@implementation ProxyManager

+ (instancetype)sharedManager { static ProxyManager *sharedManager = nil; static dispatch_once_t onceToken; dispatch_once(&onceToken, ^{ sharedManager = [[ProxyManager alloc] init]; });

return sharedManager;}

- (instancetype)init { self = [super init]; if (!self) { return nil; }}

@end

NS_ASSUME_NONNULL_END

1. Create a Lifecycle Configuration

In order to instantiate the SDLManager class, you must first configure an

SDLLifecycleConfiguration instance with the application name and application

id. During the development stage, a dummy app id is usually sufficient. For

more information about obtaining an application id, please consult the SDK

Configuration section of this guide. You must also decide which network

configuration to use to connect the app to the SDL Core. Optional, but

recommended, configuration properties include short app name, app icon, and

app type.

There are two different ways to connect your app to a SDL Core: with a TCP

(Wifi) network connection or with an iAP (USB) network connection. Use TCP for

debugging and use iAP for production level apps.

SWIFT

class ProxyManager: NSObject { // Manager fileprivate let sdlManager: SDLManager

// Singleton static let sharedManager = ProxyManager()

private override init() { super.init() }}

NETWORK CONNECTION TYPE

IAP

OBJECTIVE-C

SDLLifecycleConfiguration* lifecycleConfiguration = [SDLLifecycleConfiguration defaultConfigurationWithAppName:@"<#App Name#>" appId:@"<#App Id#>"];

SWIFT

let lifecycleConfiguration = SDLLifecycleConfiguration.defaultConfiguration(withAppName:"<#App Name#>", appId: "<#App Id#>")

TCP

OBJECTIVE-C

SDLLifecycleConfiguration* lifecycleConfiguration = [SDLLifecycleConfiguration debugConfigurationWithAppName:@"<#App Name#>" appId:@"<#App Id#>" ipAddress:@"<#IP Address#>" port:<#Port#>];

SWIFT

let lifecycleConfiguration = SDLLifecycleConfiguration.debugConfiguration(withAppName: "<#App Name#>", appId: "<#App Id#>", ipAddress: "<#IP Address#>", port: <#Port#>))

N O T E

If you are using an emulator, the IP address is your computer or

virtual machine’s IP address, and the port number is usually 12345.

If these values are not correct, or emulator is not running, your app

with not run, as TCP connections occur on the main thread.

2. Short app name (optional)

This is a shortened version of your app name that is substituted when the full

app name will not be visible due to character count constraints

N O T E

If you are using a head unit or TDK, and are using the relay app for

debugging, the IP address and port number should be set to the

same IP address and port number as the app. This information

appears in the relay app once the server is turned on in the relay

app. Also be sure that the device is on the same network as your

app.

OBJECTIVE-C

lifecycleConfiguration.shortAppName = @"<#Shortened App Name#>";

3. App Icon

This is a custom icon for your application. Please refer to Uploading Files and

Graphics for icon sizes.

SWIFT

lifecycleConfiguration.shortAppName = "<#Shortened App Name#>"

OBJECTIVE-C

UIImage* appImage = [UIImage imageNamed:@"<#AppIcon Name#>"];if (appImage) { SDLArtwork* appIcon = [SDLArtwork persistentArtworkWithImage:appImage name:@"<#Name to Upload As#>" asImageFormat:SDLArtworkImageFormatJPG /* or SDLArtworkImageFormatPNG */]; lifecycleConfiguration.appIcon = appIcon; }

4. App Type (optional)

The app type is used by car manufacturers to decide how to categorize your

app. Each car manufacturer has different categorization system. For example, if

you set your app type as media, your app will also show up in the audio tab as

well as the apps tab of Ford’s SYNC3 head unit. The app type options are:

SWIFT

if let appImage = UIImage(named: "<#AppIcon Name#>") else { let appIcon = SDLArtwork.persistentArtwork(with: appImage, name: "<#Name to Upload As#>", as: .JPG /* or .PNG */) lifecycleConfiguration.appIcon = appIcon }

N O T E

We recommend using SDLArtwork when building an image.

Persistent files are used when the image ought to remain on the

remote system between ignition cycles. This is commonly used for

menu artwork and app icons

default, communication, media (i.e. music/podcasts/radio), messaging,

navigation, information, and social.

2. Set the Configuration

The SDLConfiguration class is used to set the lifecycle and lock screen

configurations for the app. Use the lifecycle configuration settings above to

instantiate a SDLConfiguration instance.

OBJECTIVE-C

lifecycleConfiguration.appType = SDLAppHMIType.MEDIA;

SWIFT

lifecycleConfiguration.appType = .media()

3. Lock screen

A lock screen is used to prevent the user from interacting with the app on the

smartphone while they are driving. When the vehicle starts moving, the lock

screen is activated. Similarly, when the vehicle stops moving, the lock screen is

removed. You must implement the lock screen in your app for safety reasons.

Any application without a lock screen will not get approval for release to the

public.

The SDL SDK takes care of the lock screen implementation for you, and even

includes the resources for a default lock screen, as well as using the app icon

you set, and a connected vehicle's logo. If you do not want to use the default

lock screen, you can implement your own custom lock screen.

OBJECTIVE-C

SDLConfiguration* configuration = [SDLConfiguration configurationWithLifecycle:lifecycleConfiguration lockScreen:[SDLLockScreenConfiguration enabledConfiguration]];

SWIFT

let configuration = SDLConfiguration(lifecycle: lifecycleConfiguration, lockScreen: .enabled())

For more information, please refer to the Adding the Lock Screen section, for

this guide we will be using SDLLockScreenConfiguration 's

enabledConfiguration .

4. Create a SDLManager

Now you can use the SDLConfiguration instance to instantiate the

SDLManager .

OBJECTIVE-C

[SDLLockScreenConfiguration enabledConfiguration]

SWIFT

SDLLockScreenConfiguration.enabled()

5. Start the SDLManager

The manager should be started as soon as possible in your application's

lifecycle. We suggest doing this in the didFinishLaunchingWithOptions()

method in your AppDelegate class. Once the manager has been initialized, it

will immediately start watching for a connection with the remote system. The

manager will passively search for a connection with a SDL Core during the

OBJECTIVE-C

self.sdlManager = [[SDLManager alloc] initWithConfiguration:configuration delegate:self];

SWIFT**

sdlManager = SDLManager(configuration: configuration, delegate: self)

entire lifespan of the app. If the manager detects a connection with a SDL Core,

the startWithReadyHandler will be called.

OBJECTIVE-C

[self.sdlManager startWithReadyHandler:^(BOOL success, NSError * _Nullable error) { if (success) { // Your app has successfully connected with the SDL Core. }}];

SWIFT

sdlManager.start(readyHandler { (success, error) in if success { // Your app has successfully connected with the SDL Core. }})

N O T E

In production, your app will be watching for connections using iAP,

which will not use any additional battery power than normal.

If the connection is successful, you can start sending RPCs to the SDL Core.

However, some RPCs can only be sent when the HMI is in the FULL or LIMITED

state. If the SDL Core's HMI is not ready to accept these RPCs, your requests

will be ignored. If you want to make sure that the SDL Core will not ignore your

RPCs, use the SDLManagerDelegate methods in the next section.

6. Example Implementation of a Proxy Class

The following code snippet has an example of setting up both a TCP and iAP

connection.

ProxyManager.h

ProxyManager.m

OBJECTIVE-C

#import <Foundation/Foundation.h>

NS_ASSUME_NONNULL_BEGIN

@interface ProxyManager : NSObject

+ (instancetype)sharedManager;- (void)connect;

@end

NS_ASSUME_NONNULL_END

#import "SmartDeviceLink.h"

NS_ASSUME_NONNULL_BEGIN

static NSString* const AppName = @"<#App Name#>";static NSString* const AppId = @"<#App Id#>";@interface ProxyManager () <SDLManagerDelegate>

@property (nonatomic, strong) SDLManager* sdlManager;

@end

@implementation ProxyManager

+ (instancetype)sharedManager { static ProxyManager *sharedManager = nil; static dispatch_once_t onceToken; dispatch_once(&onceToken, ^{ sharedManager = [[ProxyManager alloc] init]; });

return sharedManager;}

- (instancetype)init { self = [super init]; if (!self) { return nil; }

// Used for USB Connection SDLLifecycleConfiguration* lifecycleConfiguration = [SDLLifecycleConfiguration defaultConfigurationWithAppName:AppName appId:AppId];

// Used for TCP/IP Connection// SDLLifecycleConfiguration* lifecycleConfiguration = [SDLLifecycleConfiguration debugConfigurationWithAppName:AppName appId:AppId ipAddress:@"<#IP Address#>" port:<#Port#>];

UIImage* appImage = [UIImage imageNamed:@"<#AppIcon Name#>"]; if (appImage) { SDLArtwork* appIcon = [SDLArtwork persistentArtworkWithImage:appImage name:@"<#Name to Upload As#>" asImageFormat:SDLArtworkImageFormatJPG /* or SDLArtworkImageFormatPNG */]; lifecycleConfiguration.appIcon = appIcon; }

lifecycleConfiguration.shortAppName = @"<#Shortened App Name#>"; lifecycleConfiguration.appType = [SDLAppHMIType MEDIA];

SDLConfiguration* configuration = [SDLConfiguration configurationWithLifecycle:lifecycleConfiguration lockScreen:[SDLLockScreenConfiguration enabledConfiguration]];

self.sdlManager = [[SDLManager alloc] initWithConfiguration:configuration delegate:self];

return self;}

- (void)connect { [self.sdlManager startWithReadyHandler:^(BOOL success, NSError * _Nullable error) { if (success) { // Your app has successfully connected with the SDL Core } }];}

#pragma mark SDLManagerDelegate- (void)managerDidDisconnect { NSLog(@"Manager disconnected!");}

- (void)hmiLevel:(SDLHMILevel *)oldLevel didChangeToLevel:(SDLHMILevel *)newLevel { NSLog(@"Went from HMI level %@ to HMI Level %@", oldLevel, newLevel);}

@end

NS_ASSUME_NONNULL_END

SWIFT

import SmartDeviceLink_iOS

class ProxyManager: NSObject { private let appName = "<#App Name#>" private let appId = "<#App Id#>"

// Manager fileprivate let sdlManager: SDLManager

// Singleton static let sharedManager = ProxyManager()

private override init( ) {

// Used for USB Connection let lifecycleConfiguration = SDLLifecycleConfiguration.defaultConfiguration(withAppName: appName, appId: appId)

// Used for TCP/IP Connection// let lifecycleConfiguration = SDLLifecycleConfiguration.debugConfiguration(withAppName: appName, appId: appId, ipAddress: "<#IP Address#>", port: <#Port#>)

// App icon image if let appImage = UIImage(named: "<#AppIcon Name#>") { let appIcon = SDLArtwork.persistentArtwork(with: appImage, name: "<#Name to Upload As#>", as: .JPG /* or .PNG */) lifecycleConfiguration.appIcon = appIcon }

lifecycleConfiguration.shortAppName = "<#Shortened App Name#>" lifecycleConfiguration.appType = .media()

let configuration = SDLConfiguration(lifecycle: lifecycleConfiguration, lockScreen: .enabled())

sdlManager = SDLManager(configuration: configuration, delegate: nil)

super.init()

sdlManager.delegate = self }

func connect() { // Start watching for a connection with a SDL Core

Implement the SDL Manager Delegate

The ProxyManager class should conform to the SDLManagerDelegate protocol.

This means that the Proxy class must implement the following required

functions:

1. managerDidDisconnect() This function is called only once, when the proxy

disconnects from the SDL Core. Do any cleanup you need to do in this

function.2. hmiLevel(oldLevel: SDLHMILevel!, didChangeToLevel newLevel:

SDLHMILevel!) This function is called when the HMI level changes for the

app. The HMI level can be FULL, LIMITED, BACKGROUND, or NONE. It is

important to note that most RPCs sent while the HMI is in BACKGROUND

or NONE mode will be ignored by the SDL Core.

The Different HMI Levels:

Please refer to Knowing the In-Car UI Status for information about HMI levels.

sdlManager.start { (success, error) in if success { // Your app has successfully connected with the SDL Core } } }}

//MARK: SDLManagerDelegateextension ProxyManager: SDLManagerDelegate { func managerDidDisconnect() { print("Manager disconnected!") }

func hmiLevel(_ oldLevel: SDLHMILevel, didChangeTo newLevel: SDLHMILevel) { print("Went from HMI level \(oldLevel) to HMI level \(newLevel)") }}

Connecting to a SDL Core

Connect with an Emulator

To connect to a SDL Core emulator, make sure to implement a TCP connection.

The emulator and app should be on the same network (i.e. remember to set the

correct IP address and port number in the SDLLifecycleConfiguration ). The IP

will most likely be the IP address of the operating system running the SDL Core

emulator. The port will most likely be 12345 .

Connect with a Vehicle Head Unit or a Technical

Development Kit (TDK)

To connect your iOS device directly to a vehicle head unit or TDK, make sure to

implement an iAP ( default ) connection in the SDLLifecycleConfiguration .

Then connect the iOS device to the head unit or TDK using a USB cord.

N O T E

Known issues:

• When app is in the background mode, the app will be unable tocommunicate with SDL Core. This will work on IAP connections.

• Audio will not play on the SDL Core. Only IAP connections arecurrently able to play audio.

PRODUCTION

If you are testing with a vehicle head unit or TDK and want to see debug logs in

Xcode while the app is running, you must use another app called the relay app

to help you connect to the device. When using the relay app, make sure to

implement a TCP connection. Please see the guide for the relay app to learn

how to setup the connection between the device, the relay app and your app.

Designing a User Interface

Designing for Different User Interfaces

Each car manufacturer has different user interface style guidelines, so the

number of lines of text, buttons, and images supported will vary between

different types of head units. When the app first connects to the SDL Core, a

RegisterAppInterface RPC will be sent by the SDL Core containing the

displayCapability properties. You can use this information to determine how to

layout the user interface.

DEBUGGING

N O T E

The same issues apply when connecting the Relay app with a TDK

or head unit as do when connecting to SDL Core. Please see the

issues above, under the Connect with an Emulator heading.

Register App Interface RPC

The RegisterAppInterface response contains information about the display

type, the type of images supported, the number of text fields supported, the

HMI display language, and a lot of other useful properties. For a full list of

displayCapability properties returned by the RegisterAppInterface response,

please consult the SDLRegisterAppInterfaceResponse.h file. The table below

has a list of all possible properties that can be returned by the

RegisterAppInterface response. Each property is optional, so you may not get

information for all the parameters in the table.

PA R A M E T E R S D E S C R I P T I O N N O T E S

syncMsgVersion

Specifies the versionnumber of the SDL V4interface. This is used byboth the application andSDL to declare whatinterface version each isusing.

CheckSDLSyncMsgVersion.hfor more information

languageThe currently active voice-recognition and text-to-speech language on Sync.

Check SDLLanguage.hfor more information

hmiDisplayLanguage The currently activedisplay language on Sync.

Check SDLLanguage.hfor more information

displayCapabilities

Information about theSync display. This includesinformation aboutavailable templates,whether or not graphicsare supported, and a listof all text fields and themax number of charactersallowed in each text field.

CheckSDLRPCMessage.h formore information

buttonCapabilities

A list of available buttonsand whether the buttonssupport long, short andup-down presses.

CheckSDLButtonCapabilities.hfor more information

softButtonCapabilities

A list of available softbuttons and whether thebutton support images.Also information aboutwhether the buttonsupports long, short andup-down presses.

CheckSDLSoftButtonCapabilities.h for moreinformation

presetBankCapabilitiesIf returned, the platformsupports custom on-screen presets.

CheckSDLPresetBankCapabilities.h for moreinformation

hmiZoneCapabilities

Specifies HMI Zones in thevehicle. There may be aHMI available for backseat passengers as well asfront seat passengers.

CheckSDLHMIZoneCapabilities.h for more information

speechCapabilities

Contains informationabout TTS capabilities onthe SDL platform.Platforms may supporttext, SAPI phonemes, LHPLUS phonemes, pre-recorded speech, andsilence.

CheckSDLSpeechCapabilities.hfor more information

prerecordedSpeech

A list of pre-recordedsounds you can use inyour app. Sounds mayinclude a help, initial,listen, positive, or anegative jingle.

CheckSDLPrerecordedSpeech.h for more information

vrCapabilities

The voice-recognitioncapabilities of theconnected SDL platform.The platform may be ableto recognize spoken textin the current language.

CheckSDLVRCapabilities.h formore information

PA R A M E T E R S D E S C R I P T I O N N O T E S

Templates

Each car manufacturer supports a set of templates for the user interface. These

templates determine the position and size of the text, images, and buttons on

the screen. A list of supported templates is sent with RegisterAppInterface

response.

To change a template at any time, send a SDLSetDisplayLayout RPC to the

SDL Core. If you want to ensure that the new template is used, wait for a

response from the SDL Core before sending any more user interface RPCs.

audioPassThruCapabilities

Describes the samplingrate, bits per sample, andaudio types available.

CheckSDLAudioPassThruCapabilities.h for moreinformation

vehicleTypeThe make, model, year,and the trim of thevehicle.

Check SDLVehicleType.hfor more information

supportedDiagModes

Specifies the white-list ofsupported diagnosticmodes (0x00-0xFF)capable forDiagnosticMessagerequests. If a modeoutside this list isrequested, it will berejected.

CheckSDLDiagnosticMessage.h for more information

hmiCapabilities

Returns whether or notthe app can support built-in navigation and phonecalls.

CheckSDLHMICapabilities.h formore information

sdlVersion The SmartDeviceLinkversion String

systemSoftwareVersion

The software version ofthe system thatimplements theSmartDeviceLink core

String

Available Templates

There are fifteen standard templates to choose from, however some head units

may only support a subset of these templates. Please check the

OBJECTIVE-C

SDLSetDisplayLayout* display = [[SDLSetDisplayLayout alloc] initWithPredefinedLayout:SDLPredefinedLayout.GRAPHIC_WITH_TEXT];[self.sdlManager sendRequest:display withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if ([response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { // The template has been set successfully }}];

SWIFT

let display = SDLSetDisplayLayout(predefinedLayout: .graphic_WITH_TEXT())!sdlManager.send(display) { (request, response, error) in if response?.resultCode == .success() { // The template has been set successfully }}

RegisterAppInterface response for the supported templates. The following

examples show how templates will appear on the generic head unit.

F O R D H M I

1. MEDIA - WITH AND WITHOUT PROGRESS BAR

2. NON-MEDIA - WITH AND WITHOUT SOFT BUTTONS

F O R D H M I

3. GRAPHIC_WITH_TEXT

F O R D H M I

F O R D H M I

4. TEXT_WITH_GRAPHIC

5. T ILES_ONLY

F O R D H M I

F O R D H M I

6. GRAPHIC_WITH_TILES

7. T ILES_WITH_GRAPHIC

F O R D H M I

F O R D H M I

8. GRAPHIC_WITH_TEXT_AND_SOFTBUTTONS

9. TEXT_AND_SOFTBUTTONS_WITH_GRAPHIC

F O R D H M I

F O R D H M I

10. GRAPHIC_WITH_TEXTBUTTONS

11. DOUBLE_GRAPHIC_SOFTBUTTONS

F O R D H M I

F O R D H M I

12. TEXTBUTTONS_WITH_GRAPHIC

13. TEXTBUTTONS_ONLY

F O R D H M I

F O R D H M I

14. LARGE_GRAPHIC_WITH_SOFTBUTTONS

15. LARGE_GRAPHIC_ONLY

F O R D H M I

Text, Images, and Buttons

All text, images, and buttons on the HMI screen must be sent as part of a

SDLShow RPC. Subscribe buttons are sent as part of a SDLSubscribeButton

RPC.

Text

A maximum of four lines of text can be set in SDLShow RPC, however, some

templates may only support 1, 2, or 3 lines of text. If all four lines of text are

set in the SDLShow RPC, but the template only supports three lines of text,

then the fourth line will simply be ignored.

OBJECTIVE-C

SDLShow* show = [[SDLShow alloc] initWithMainField1:@"<Line 1 of Text#>" mainField2:@"<Line 2 of Text#>" mainField3:@"<Line 3 of Text#>" mainField4:@"<Line 4 of Text#>" alignment:SDLTextAlignment.CENTERED()];self.sdlManager sendRequest:show withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if ([response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { // The text has been set successfully }}];

SWIFT

let show = SDLShow(mainField1: "<#Line 1 of Text#>", mainField2: "<#Line 2 of Text#>", mainField3: "<#Line 3 of Text#>", mainField4: "<#Line 4 of Text#>", alignment: .centered())sdlManager.send(show) { (request, response, error) in guard let response = response else { return } if response.resultCode.isEqual(to: SDLResult.success()) { // The text has been set successfully }}

Images

The position and size of images on the screen is determined by the currently

set template. All images must first be uploaded to the remote system using the

SDLManager’s file manager before being used in a SDLShow RPC. Once the

image has been successfully uploaded, the app will be notified in the upload

method's completion handler. For information relating to how to upload images,

go to the Uploading Files and Graphics section.

Once the image has been uploaded to the head unit, you can show the image

on the user interface. To send the image, create a SDLImage , and send it

using the SDLShow RPC. The value property should be set to the same value

used in the name property of the uploaded SDLArtwork . Since you are

N O T E

Some head units you may be connected to may not support images

at all. Please consult the graphicsSupported property in the

display capabilities property of the RegisterAppInterface

response.

SHOW THE IMAGE ON A HEAD UNIT

uploading your own image, the imageType property should be set to

dynamic .

OBJECTIVE-C

SDLImage* image = [[SDLImage alloc] initWithName:@"<#Uploaded As Name#>" ofType:SDLImageType.DYNAMIC];

SDLShow* show = [[SDLShow alloc] init];show.graphic = image;

self.sdlManager sendRequest:show withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if ([response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { // The text has been set successfully }}];

SWIFT

let sdlImage = SDLImage(name: "<#Uploaded As Name", of: .dynamic())

let show = SDLShow()show.graphic = image

sdlManager.send(show) { (request, response, error) in guard let response = response else { return } if response.resultCode.isEqual(to: SDLResult.success()) { // Success }}

Soft & Subscribe Buttons

Buttons on the HMI screen are referred to as soft buttons to distinguish them

from hard buttons, which are physical buttons on the head unit. Don’t confuse

soft buttons with subscribe buttons, which are buttons that can detect user

selection on hard buttons (or built-in soft buttons).

Soft buttons can be created with text, images or both text and images. The

location, size, and number of soft buttons visible on the screen depends on the

template. If the button has an image, remember to upload the image first to

the head unit before setting the image in the SDLSoftButton instance.

SOFT BUTTONS

N O T E

If a button type is set to image or both but no image is stored

on the head unit, the button might not show up on the HMI screen.

OBJECTIVE-C

SDLSoftButton* softButton = [[SDLSoftButton alloc] init];

// Button IdsoftButton.softButtonID = @(<#Unique Button Id#>);

// Button handler - This is called when user presses the buttonsoftButton.handler = ^(SDLRPCNotification *notification) { if ([notification isKindOfClass:[SDLOnButtonPress class]]) { SDLOnButtonPress *onButtonPress = (SDLOnButtonPress*)notification; if ([onButtonPress.buttonPressMode isEqualToEnum:SDLButtonPressMode.SHORT]) { // Short button press } else if ([onButtonPress.buttonPressMode isEqualToEnum:SDLButtonPressMode.LONG]) { // Long button press } } else if ([notification isKindOfClass:[SDLOnButtonEvent class]]) { SDLOnButtonEvent *onButtonEvent = (SDLOnButtonEvent*)notification; if ([onButtonEvent.buttonEventMode isEqualToEnum:SDLButtonEventMode.BUTTONUP]) { // Button up } else if ([onButtonEvent.buttonEventMode isEqualToEnum:SDLButtonEventMode.BUTTONDOWN]) { // Button down } }};

// Button type can be text, image, or both text and imagesoftButton.type = SDLSoftButtonType.BOTH;

// Button textsoftButton.text = @"<#Button Text#>";

// Button imagesoftButton.image = [[SDLImage alloc] initWithName:@"<#Save As Name#>" ofType: SDLImageType.DYNAMIC];

SDLShow *show = [[SDLShow alloc] init];

// The buttons are set as part of an arrayshow.softButtons = [NSMutableArray arrayWithObject:softButton]

// Send the request[self.sdlManager sendRequest:show withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error)

{ if ([response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { // The button was created successfully }}];

SWIFT

let softButton = SDLSoftButton()!

// Button IdsoftButton.softButtonID = <#Unique Button Id#>

// Button handler - This is called when user presses the buttonsoftButton.handler = { (notification) in if let onButtonPress = notification as? SDLOnButtonPress { if onButtonPress.buttonPressMode.isEqual(to: SDLButtonPressMode.short()) { // Short button press } else if onButtonPress.buttonPressMode.isEqual(to: SDLButtonPressMode.long()) { // Long button press } } else if let onButtonEvent = notification as? SDLOnButtonEvent { if onButtonEvent.buttonEventMode.isEqual(to: SDLButtonEventMode.buttonup()) { // Button up } else if onButtonEvent.buttonEventMode.isEqual(to: SDLButtonEventMode.buttondown()) { // Button down } }}

// Button type can be text, image, or both text and imagesoftButton.type = .both()

// Button textsoftButton.text = "<#Button Text#>"

// Button imagesoftButton.image = SDLImage(name: "<#Save As Name#>", of: .dynamic())

let show = SDLShow()!

// The buttons are set as part of an arrayshow.softButtons = [softButton]

// Send the requestsdlManager.send(show) { (request, response, error) in guard let response = response else { return } if response.resultCode.isEqual(to: SDLResult.success()) { // The button was created successfully }}

Subscribe buttons are used to detect changes to hard buttons. You can

subscribe to the following hard buttons:

B U T T O N T E M P L AT E B U T T O N T Y P E

Audio buttons like the OK (i.e. the play/pause button), seek left, seek right,

tune up, and tune down buttons can only be used with a media template. The

OK, seek left, and seek right buttons will also show up on the screen in a

predefined location dictated by the media template on touchscreens. The app

will be notified when the user selects the subscribe button on the screen or

when the user manipulates the corresponding hard button.

SUBSCRIBE BUTTONS

Ok (play/pause) media template only soft button and hardbutton

Seek left media template only soft button and hardbutton

Seek right media template only soft button and hardbutton

Tune up media template only hard button

Tune down media template only hard button

Preset 0-9 any template hard button

Search any template hard button

Custom any template hard button

Menus

You have two different options when creating menus. One is to simply add

items to the default menu available in every template. The other is to create a

custom menu that pops up when needed.

Default Menu

N O T E

You will automatically be assigned the media template if you set

your configuration app type as MEDIA .

F O R D H M I

Every template has a default menu button. The position of this button varies

between templates, and can not be removed from the template. The default

menu is initially empty except for an "Exit Your App Name" button. Items can be

added to the menu at the root level or to a submenu. It is important to note

that a submenu can only be one level deep.

Menu Structure

The SDLAddCommand RPC can be used to add items to the root menu or to a

submenu. Each SDLAddCommand RPC must be sent with a unique id, a voice-

recognition command, and a set of menu parameters. The menu parameters

include the menu name, the position of the item in the menu, and the id of the

menu item’s parent. If the menu item is being added to the root menu, then the

ADD MENU ITEMS

parent id is 0. If it is being added to a submenu, then the parent id is the

submenu’s id.

OBJECTIVE-C

// Create the menu parameters// The parent id is 0 if adding to the root menu// If adding to a submenu, the parent id is the submenu's idSDLMenuParams* menuParameters = [[SDLMenuParams alloc] initWithMenuName:@"Menu Item Name" parentId:0 position:0];

// For menu items, be sure to use unique ids.SDLAddCommand* menuItem = [[SDLAddCommand alloc] initWithId:<#Unique Id#> vrCommands:@[@"<#Voice Recognition Command#>"] handler:^(SDLRPCNotification *notification) { if (![notification isKindOfClass:SDLOnCommand.class]) { return; }

SDLOnCommand* onCommand = (SDLOnCommand*)notification;

if ([onCommand.triggerSource isEqualToEnum:SDLTriggerSource.MENU]) { // Menu Item Was Selected }}];

// Set the menu parametersmenuItem.menuParams = menuParameters;

[self.sdlManager sendRequest:menuItem withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if ([response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { // The menuItem was created successfully }}];

To create a submenu, first send a SDLAddSubMenu RPC. When a response is

received from the SDL Core, check if the submenu was added successfully. If it

was, send an SDLAddCommand RPC for each item in the submenu.

SWIFT

// Create the menu parameters// The parent id is 0 if adding to the root menu// If adding to a submenu, the parent id is the submenu's idlet menuParameters = SDLMenuParams(menuName: "<#Menu Item Name#>", parentId: 0, position: 0)!

// For menu items, be sure to use unique ids.let menuItem = SDLAddCommand(id: <#Unique Id#>, vrCommands: ["<#Voice Recognition Command#>"]) { (notification) in guard let onCommand = notification as? SDLOnCommand else { return }

if onCommand.triggerSource == .menu() { // Menu Item Was Selected }}!

// Set the menu parametersmenuItem.menuParams = menuParameters

sdlManager.send(menuItem) { (request, response, error) in if response?.resultCode == .success() { // The menuItem was created successfully }}

ADD A SUBMENU

OBJECTIVE-C

SDLAddSubMenu* subMenu = [[SDLAddSubMenu alloc] initWithId:<#Unique Id#> menuName:@"<#SubMenu Item Name#>"];

[self.sdlManager sendRequest:subMenu withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if ([response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { // The submenu was created successfully, start adding the submenu items }}];

SWIFT

let subMenu = SDLAddSubMenu(id: <#Unique Id#>, menuName: "<#SubMenu Item Name#>")!

sdlManager.send(subMenu) { (request, response, error) in if response?.resultCode == .success() { // The submenu was created successfully, start adding the submenu items }})

Use the cmdID of the menu item to tell the SDL Core which item to delete using

the SDLDeleteCommand RPC.

DELETE MENU ITEMS

OBJECTIVE-C

SDLDeleteCommand* deleteMenuItem = [[SDLDeleteCommand alloc] initWithId:<#Id of Menu Item To Delete#>];

[self.sdlManager sendRequest:deleteMenuItem withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if ([response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { // The menu item was successfully deleted }}];

Use the menuID to tell the SDLCore which item to delete using the

SDLDeleteSubMenu RPC.

SWIFT

let deleteMenuItem = SDLDeleteCommand(id: <#Id of Menu Item To Delete#>)!

sdlManager.send(deleteMenuItem) { (request, response, error) in if response?.resultCode == .success() { // The menu item was successfully deleted }}

DELETE SUBMENUS

OBJECTIVE-C

SDLDeleteSubMenu* deleteSubMenu = [[SDLDeleteSubMenu alloc] initWithId:<#Id of Sub Menu Item to Delete#>];

[self.sdlManager sendRequest:deleteSubMenu withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if ([response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { // The sub menu was successfully deleted }}];

SWIFT

let deleteSubMenu = SDLDeleteSubMenu(id: <#Id of Sub Menu Item to Delete#>)!

sdlManager.send(deleteSubMenu) { (request, response, error) in if response?.resultCode == .success() { // The sub menu was successfully deleted }}

Custom Menus

Custom menus, called perform interactions, are one level deep, however,

you can create submenus by triggering another perform interaction when the

user selects a row in a menu. Perform interactions can be set up to recognize

speech, so a user can select an item in the menu by speaking their preference

rather than physically selecting the item.

Perform interactions are created by sending two different RPCs. First a

SDLCreateInteractionChoiceSet RPC must be sent. This RPC sends a list of

items that will show up in the menu. When the request has been registered

successfully, then a SDLPerformInteraction RPC is sent. The

SDLPerformInteraction RPC sends the formatting requirements, the voice-

recognition commands, and a timeout command.

Each menu item choice defined in SDLChoice should be assigned a unique id.

The choice set in SDLCreateInteractionChoiceSet should also have its own

unique id.

CREATE A SET OF CUSTOM MENU ITEMS

OBJECTIVE-C

SDLChoice* choice = [[SDLChoice alloc] initWithId:<#Unique Id#> menuName:@"<#Menu Title#>" vrCommands:@[@"<#Menu Commands#>"]];

SDLCreateInteractionChoiceSet* createRequest = [[SDLCreateInteractionChoiceSet alloc] initWithId:<#Unique Id#> choiceSet:@[choice]];

[self.sdlManager sendRequest:createRequest withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if ([response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { // The request was successful, now send the SDLPerformInteraction RPC }}];

Once the set of menu items has been sent to SDL Core, send a

SDLPerformInteraction RPC to get the items to show up on the HMI screen.

SWIFT

let choice = SDLChoice(id: <#Unique Id#>, menuName: "<#Menu Title#>", vrCommands: ["<#Menu Command#>"])!

let createRequest = SDLCreateInteractionChoiceSet(id: <#Unique Id#>, choiceSet: [choice])!

sdlManager.send(createRequest) { (request, response, error) in if response?.resultCode == .success() { // The request was successful, now send the SDLPerformInteraction RPC }}

FORMAT THE SET OF CUSTOM MENU ITEMS

OBJECTIVE-C

SDLPerformInteraction* performInteraction = [[SDLPerformInteraction alloc] initWithInitialPrompt:nil initialText:@"<#Text Displayed When Shown#>" interactionChoiceSetID:<#SDLCreateInteractionChoiceSet id#>];

The interaction mode specifies the way the user is prompted to make a section

and the way in which the user’s selection is recorded.

I N T E R A C T I O N M O D E D E S C R I P T I O N

SWIFT

let performInteraction = SDLPerformInteraction(initialPrompt: nil, initialText: "<#Text Displayed When Shown#>", interactionChoiceSetID: <#SDLCreateInteractionChoiceSet id#>)!

INTERACTION MODE

Manual only Interactions occur only through thedisplay

VR only Interactions occur only through text-to-speech and voice recognition

Both Interactions can occur both manually orthrough VR

OBJECTIVE-C

performInteraction.interactionMode = SDLInteractionMode.MANUAL_ONLY;

F O R D H M I

SWIFT

performInteraction.interactionMode = .manual_ONLY()

VR INTERACTION MODE

F O R D H M I

The items in the perform interaction can be shown as a grid of buttons (with

optional images) or as a list of choices.

MANUAL INTERACTION MODE

INTERACTION LAYOUT

L AYO U T M O D E F O R M AT T I N G D E S C R I P T I O N

Icon only A grid of buttons with images

Icon with search A grid of buttons with images along witha search field in the HMI

List only A vertical list of text

List with search A vertical list of text with a search field inthe HMI

Keyboard A keyboard shows up immediately in theHMI

N O T E

Keyboard is currently only supported for the navigation app type.

OBJECTIVE-C

performInteraction.interactionLayout = SDLLayoutMode.LIST_ONLY;

F O R D H M I

SWIFT

performInteraction.interactionLayout = .list_ONLY()

ICON ONLY INTERACTION LAYOUT

LIST ONLY INTERACTION LAYOUT

F O R D H M I

F O R D H M I

L IST WITH SEARCH INTERACTION LAYOUT

A text-to-speech chunk is a text phrase or prerecorded sound that will be

spoken by the head unit. The text parameter specifies the text to be spoken or

the name of the pre-recorded sound. Use the type parameter to define the type

of information in the text parameter. The SDLPerformInteraction request can

have a initial, timeout, and a help prompt.

TEXT-TO-SPEECH (TTS)

OBJECTIVE-C

SDLTTSChunk* ttsChunk = [[SDLTTSChunk alloc] initWithText:@"<#Text to Speak#>" type:SDLSpeechCapabilities.TEXT];performInteraction.initialPrompt = [NSMutableArray arrayWithObject:ttsChunk];

// or - more easily

performInteraction.initialPrompt = [SDLTTSChunk textChunksFromString:@"<#Text to Speak#>"];

The timeout parameter defines the amount of time the menu will appear on the

screen before the menu is dismissed automatically by the HMI.

SWIFT

let ttsChunk = SDLTTSChunk(text: "<#Text to Speak#>", type: .text())performInteraction.initialPrompt = NSMutableArray(array: [prompt!])

// or - more easily

performInteraction.initialPrompt = SDLTTSChunk.textChunks(from: "<#Text to Speak#>")

TIMEOUT

OBJECTIVE-C

performInteraction.timeout = @30000; // 30 seconds

SWIFT

performInteraction.timeout = 30000 // 30 seconds

SEND THE REQUEST

OBJECTIVE-C

[self.sdlManager sendRequest:performInteraction withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if (![response isKindOfClass:SDLPerformInteractionResponse.class]) { return; } SDLPerformInteractionResponse* performInteractionResponse = (SDLPerformInteractionResponse*)response;

if ([performInteractionResponse.resultCode isEqualToEnum:SDLResult.TIMED_OUT]) { // The custom menu timed out before the user could select an item } else if ([performInteractionResponse.resultCode isEqualToEnum:SDLResult.SUCCESS]) { NSNumber* choiceId = performInteractionResponse.choiceID; // The user selected an item in the custom menu }}];

If the information in the menu is dynamic, then the old interaction choice set

needs to be deleted with a SDLDeleteInteractionChoiceSet RPC before the

SWIFT

sdlManager.send(performInteraction) { (request, response, error) in guard let performInteractionResponse = response as? SDLPerformInteractionResponse else { return; }

// Wait for user's selection or for timeout if performInteractionResponse.resultCode == .timed_OUT() { // The custom menu timed out before the user could select an item } else if performInteractionResponse.resultCode == .success() { let choiceId = performInteractionResponse.choiceID // The user selected an item in the custom menu }}

DELETE THE CUSTOM MENU

new information can be added to the menu. Use the interaction choice set id to

delete the menu.

OBJECTIVE-C

SDLDeleteInteractionChoiceSet* deleteRequest = [[SDLDeleteInteractionChoiceSet alloc] initWithId:<#SDLCreateInteractionChoiceSet id#>];

[self.sdlManager sendRequest:deleteRequest withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if ([response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { // The custom menu was deleted successfully }}];

SWIFT

let deleteRequest = SDLDeleteInteractionChoiceSet(id: <#SDLCreateInteractionChoiceSet id#>)!

sdlManager.send(deleteRequest) { (request, response, error) in if response?.resultCode == .success() { // The custom menu was deleted successfully }}

Alerts

An alert is a pop-up window with some lines of text and optional soft buttons.

When an alert is activated, it will abort any SDL operation that is in-progress,

except the already-in-progress alert. If an alert is issued while another alert is

still in progress, the newest alert will simply be ignored.

Dismissing the Alert

The alert will persist on the screen until the timeout has elapsed, or the user

dismisses the alert by selecting a button. There is no way to dismiss the alert

programmatically other than to set the timeout length.

Alert UI

Depending the platform, an alert can have up to three lines of text, a progress

indicator (e.g. a spinning wheel or hourglass), and up to four soft buttons.

ALERT WITHOUT SOFT BUTTONS

F O R D H M I

F O R D H M I

Alert TTS

The alert can also be formatted to speak a prompt when the alert appears on

the screen. Do this by setting the ttsChunks parameter. To play the alert tone

before the text-to-speech is spoken, set playTone to true .

ALERT WITH SOFT BUTTONS

Example

OBJECTIVE-C

SDLAlert *alert = [[SDLAlert alloc] initWithAlertText1:@"<#Line 1#>" alertText2:@"<#Line 2#>" alertText3:@"<#Line 3#>"];

// Maximum time alert appears before being dismissed// Timeouts are must be between 3-10 seconds// Timeouts may not work when soft buttons are also used in the alertalert.duration = @5000;

// A progress indicator (e.g. spinning wheel or hourglass)// Not all head units support the progress indicatoralert.progressIndicator = @YES;

// Text-to-speechalert.ttsChunks = [SDLTTSChunk textChunksFromString:@"<#Text to speak#>"];

// Special tone played before the tts is spokenalert.playTone = @YES;

// Soft buttonsSDLSoftButton *okButton = [[SDLSoftButton alloc] init];okButton.text = @"OK";okButton.type = SDLSoftButtonType.TEXT;okButton.softButtonID = @<#Soft Button Id#>;okButton.handler = ^(SDLRPCNotification *notification) { if (![notification isKindOfClass:SDLOnButtonPress.class]) { return; } SDLOnButtonPress *onButtonPress = (SDLOnButtonPress*)notification; NSNumber *buttonId = onButtonPress.customButtonID; // create a custom action for the selected button};alert.softButtons = [NSMutableArray arrayWithObject:okButton];

// Send the alert[self.sdlManager sendRequest:alert withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if ([response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { // alert was dismissed successfully }}];

SWIFT

let alert = SDLAlert(alertText1: "<#Line 1#>", alertText2: "<#Line 2#>", alertText3: "<#Line 3#>")!

// Maximum time alert appears before being dismissed// Timeouts are must be between 3-10 seconds// Timeouts may not work when soft buttons are also used in the alertalert.duration = 5000

// A progress indicator (e.g. spinning wheel or hourglass)// Not all head units support the progress indicatoralert.progressIndicator = true

// Text-to-speechalert.ttsChunks = SDLTTSChunk.textChunks(from: "<#Text to speak#>")

// Special tone played before the tts is spokenalert.playTone = true

// Soft buttonslet okButton = SDLSoftButton()!okButton.text = "OK"okButton.type = .text()okButton.softButtonID = <#Soft Button Id#>okButton.handler = { (notification) in guard let notification = notification as? SDLOnButtonPress else { return } guard let id = notification.customButtonID else { return } // create a custom action for the selected button}alert.softButtons = [okButton]

// Send the alertsdlManager.send(alert) { (request, response, error) in if response?.resultCode == .success() { // alert was dismissed successfully }}

Uploading Files and Graphics

Graphics allows for you to better customize what you would like to have your

users see, and provide a better User Interface.

To learn how to use these graphics once they are uploaded, please see

Displaying Information > Text, Images, and Buttons.

When developing an application using SmartDeviceLink, two things must

always be remembered when using graphics:

1. You may be connected to a head unit that does not display graphics.2. You must upload them from your mobile device to Core before using them.

Detecting if Graphics are Supported

Being able to know if graphics are supported is a very important feature of your

application, as this avoids you uploading unneccessary images to the head

unit. In order to see if graphics are supported, take a look at SDLManager 's

registerResponse property once in the completion handler for

startWithReadyHandler .

N O T E

If you need to know how to create and setup SDLManager , please

see Getting Started > Integration Basics.

OBJECTIVE-C

__weak typeof (self) weakSelf = self;[self.sdlManager startWithReadyHandler:^(BOOL success, NSError * _Nullable error) { if (!success) { NSLog(@"SDL errored starting up: %@", error); return; }

SDLDisplayCapabilities *displayCapabilities = weakSelf.sdlManager.registerResponse.displayCapabilities; BOOL areGraphicsSupported = NO; if (displayCapabilities != nil) { areGraphicsSupported = displayCapabilities.graphicSupported.boolValue; } }];

Uploading a File using SDLFileManager

As of SDL 4.3, we have provided a class that makes managing files easier.

SDLFileManager handles uploading files, like images, and keeping track of

what already exists and what does not. To assist, there are two classes:

SDLFile and SDLArtwork . SDLFile is the base class for file uploads and

handles pulling data from local NSURL s and NSData . SDLArtwork is

SWIFT

sdlManager.start { (success, error) in if success == false { print("SDL errored starting up: \(error)") return }

var areGraphicsSupported = false if let displayCapabilities = self.sdlManager.registerResponse?.displayCapabilities { areGraphicsSupported = displayCapabilities.graphicSupported.boolValue }}

subclass of this, and provides additional functionality such as creating a file

from a UIImage .

OBJECTIVE-C

UIImage* image = [UIImage imageNamed:@"<#Image Name#>"];if (!image) { NSLog(@"Error reading from Assets"); return; }

SDLArtwork* file = [SDLArtwork artworkWithImage:image name:@"<#Name to Upload As#>" asImageFormat:SDLArtworkImageFormatJPG /* or SDLArtworkImageFormatPNG */];

[self.sdlManager.fileManager uploadFile:file completionHandler:^(BOOL success, NSUInteger bytesAvailable, NSError * _Nullable error) { if (error) { if (error.code == SDLFileManagerErrorCannotOverwrite) { // Attempting to replace a file, but failed due to settings in SDLArtwork. } else { // Error uploading } return; }

// Successfully uploaded.}];

File Naming

The file name can only consist of letters (a-Z) and numbers (0-9), otherwise the

SDL Core may fail to find the uploaded file (even if it was uploaded

successfully).

File Persistance

SDLFile , and it's subclass SDLArtwork , support uploading persistant images,

i.e. images that do not become deleted when your application disconnects.

SWIFT

guard let image = UIImage(named: "<#Image Name#>") else { print("Error reading from Assets") return}let file = SDLArtwork.artwork(with: image, name: "<#Name to Upload As#>", as: .JPG /* or .PNG */)

sdlManager.fileManager.uploadFile(file) { (success, bytesAvailable, error) in if let error = error as? NSError { if error.code == SDLFileManagerError.cannotOverwrite.rawValue { // Attempting to replace a file, but failed due to settings in SDLArtwork. } else { // Error uploading } return; }

// Successfully uploaded}

Persistance should be used for images relating to your UI, and not for dynamic

aspects, such as Album Artwork.

OBJECTIVE-C

file.persistent = YES;

SWIFT

file.persistent = true

N O T E

Be aware that persistance will not work if space on the head unit is

limited. SDLFileManager will always handle uploading images if

they are non-existant.

Overwrite Stored Files

If a file being uploaded has the same name as an already uploaded image, the

new image will be ignored. To override this setting, set the SDLFile ’s

overwrite property to true.

Check the Amount of File Storage

To find the amount of file storage left on the head unit, use the

SDLFileManager ’s bytesAvailable property.

OBJECTIVE-C

file.overwrite = YES;

SWIFT

file.overwrite = true

Check if a File Has Already Been Uploaded

Although the file manager will return with an error if you attempt to upload a

file of the same name that already exists, you may still be able to find out the

currently uploaded images via SDLFileManager 's remoteFileNames property.

OBJECTIVE-C

NSUInteger bytesAvailable = self.sdlManager.fileManager.bytesAvailable;

SWIFT

let bytesAvailable = sdlManager.fileManager.bytesAvailable

OBJECTIVE-C

BOOL isFileOnHeadUnit = [self.sdlManager.fileManager.remoteFileNames containsObject:@"<#Name Uploaded As#>"];

Delete Stored Files

Use the file manager’s delete request to delete a file associated with a file

name.

SWIFT

let isFileOnHeadUnit = sdlManager.fileManager.remoteFileNames.contains("<#Name Uploaded As#>")

OBJECTIVE-C

[self.sdlManager.fileManager deleteRemoteFileWithName:@"<#Save As Name#>" completionHandler:^(BOOL success, NSUInteger bytesAvailable, NSError *error) { if (success) { // Image was deleted successfully }}];

Image Specifics

Image File Type

Images may be formatted as PNG, JPEG, or BMP. Check the displayCapability

properties to find out what image formats the head unit supports.

Image Sizes

If an image is uploaded that is larger than the supported size, that image will

be scaled down to accomodate. All image sizes are available from the

SWIFT

sdlManager.fileManager.deleteRemoteFileWithName("<#Save As Name#>") { (success, bytesAvailable, error) in if success { // Image was deleted successfully }}

SDLManager 's registerResponse property once in the completion handler for

startWithReadyHandler .

I M A G EN A M E

U S E D I NR P C

D E TA I L S H E I G H T W I D T H T Y P E

IMAGE SPECIF ICATIONS

softButtonImage

Show

Will beshown onsoftbuttons on thebasescreen

70px 70pxpng,jpg,bmp

choiceImage

CreateInteractionChoiceSet

Will beshown inthemanualpart of anperformInteractioneither big(ICON_ONLY) orsmall(LIST_ONLY)

70px 70pxpng,jpg,bmp

choiceSecondaryImage

CreateInteractionChoiceSet

Will beshown onthe rightside of anentry in(LIST_ONLY)performInteraction

35px 35pxpng,jpg,bmp

vrHelpItem

SetGlobalProperties

Will beshownduringvoiceinteraction

35px 35pxpng,jpg,bmp

menuIcon

SetGlobalProperties

Will beshown onthe“More…”button

35px 35pxpng,jpg,bmp

cmdIcon

AddCommand

Will beshown forcommands in the"More…"menu

35px 35pxpng,jpg,bmp

appIcon SetAppIcon

Will beshown asIcon inthe"MobileApps"menu

70px 70pxpng,jpg,bmp

graphic Show

Will beshown onthebasescreen ascover art

185px 185pxpng,jpg,bmp

Knowing the In-Car UI Status

Once your app is connected to Core, most of the interaction you will be doing

requires knowledge of the current In-Car UI, or HMI, Status. For a refresher on

how to get your app integrated with SDL, and to connect to Core, head to

Getting Started > Integration Basics. The HMI Status informs you of where the

user is within the head unit in a general sense.

Refer to the table below of all possible HMI States:

H M I S TAT E W H AT D O E S T H I S M E A N ?

Monitoring HMI Status

Monitoring HMI Status is provided through a required delegate callback of

SDLManagerDelegate . The function hmiLevel:didChangeToLevel: will give

NONEThe user has not been opened your app,or it has been Exited via the "Menu"button.

BACKGROUND

The user has opened your app, but iscurrently in another part of the HeadUnit. If you have a Media app, this meansthat another Media app has beenselected.

LIMITEDFor Media apps, this means that a userhas opened your app, but is in anotherpart of the Head Unit.

FULL Your app is currently in focus on thescreen.

you information relating the previous and new HMI levels your app is

progressing through.

More Detailed HMI Information

When an interaction occurs relating to your application, there is some

additional pieces of information that can be observed that help figure out a

more descriptive picture of what is going on with the Head Unit.

OBJECTIVE-C

- (void)hmiLevel:(SDLHMILevel *)hmiLevel didChangeToNewLevel:(SDLHMILevel *)newLevel {

}

SWIFT

func hmiLevel(_ oldLevel: SDLHMILevel, didChangeTo newLevel: SDLHMILevel) {

}

From the documentation, Audio Streaming State informs your app whether any

currently streaming audio is audible to user (AUDIBLE) or not (NOT_AUDIBLE). A

value of NOT_AUDIBLE means that either the application's audio will not be

audible to the user, or that the application's audio should not be audible to the

user (i.e. some other application on the mobile device may be streaming audio

and the application's audio would be blended with that other audio).

You will see this come in for things such as Alert, PerformAudioPassThru,

Speaks, etc.

AU D I O S T R E A M I N G S TAT E W H AT D O E S T H I S M E A N ?

System Context informs your app if there is potentially a blocking HMI

component while your app is still visible. An example of this would be if your

application is open, and you display an Alert. Your app will receive a System

Context of ALERT while it is presented on the screen, followed by MAIN when it

is dismissed.

AUDIO STREAMING STATE

AUDIBLE Any audio you are streaming will beaudible to the user.

ATTENUATED

Some kind of audio mixing is occuringbetween what you are streaming, ifanything, and some system level sound.This can be visible is displaying an Alertwith playTone set to true.

NOT_AUDIBLEYour streaming audio is not audible. Thiscould occur during a VRSESSSIONSystem Context.

SYSTEM CONTEXT

S Y S T E M C O N T E X T S TAT E W H AT D O E S T H I S M E A N ?

Monitoring Audio Streaming State and System

Context

Monitoring these two properties is quite easy using the provided

SDLDidChangeHMIStatusNotification notification.

First, observe the notification:

MAIN No user interaction is in progress thatcould be blocking your app's visibility.

VRSESSION Voice Recognition is currently inprogress.

MENU A menu interaction is currently in-progress.

HMI_OBSCUREDThe app's display HMI is being blockedby either a system or other app's overlay(another app's Alert, for instance).

ALERT An alert that you have sent is currentlyvisible (Other apps will not receive this).

OBJECTIVE-C

[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(hmiStatusChanged:) name:SDLDidChangeHMIStatusNotification object:nil];

Next, handle the notification:

SWIFT

NotificationCenter.default.addObserver(self, selector: #selector(hmiStatusChanged(_:)), name: .SDLDidChangeHMIStatus, object: nil)

OBJECTIVE-C

- (void)hmiStatusChanged:(SDLRPCNotificationNotification *)notification { if (![notification.notification isKindOfClass:SDLOnHMIStatus.class]) { return; }

SDLOnHMIStatus *onHMIStatus = (SDLOnHMIStatus *)notification.notification; SDLAudioStreamingState *audioStreamingState = onHMIStatus.audioStreamingState; SDLSystemContext *systemContext = onHMIStatus.systemContext;}

Adding the Lock Screen

The lock screen is a vital part of SmartDeviceLink, as this does not allow the

user to use your application while the vehicle is in motion. Prior to SDL 4.3,

creating and maintaining the lock screen was up to the developer to do. Now,

SDL takes care of the lock screen for you. It still allows you to use your own

view controller if you prefer your own look, but still want the recommended

logic that SDL provides for free.

A benefit to using the provided Lock Screen, is that we also handle support for

retrieving a lock screen icon for versions of Core that support it, so that you do

not have to be concerned with what car manufacturer you are connected to.

If you would not like to use any of the following code, you may use the

SDLLockScreenConfiguration class function disabledConfiguration , and

manage the entire lifecycle of the lock screen yourself.

SWIFT

func hmiStatusChanged(_ notification: SDLRPCNotificationNotification) { guard let onHMIStatus = notification.notification as? SDLOnHMIStatus else { return }

let audioStreamingState = onHMIStatus.audioStreamingState let systemContext = onHMIStatus.systemContext}

To see where the SDLLockScreenConfiguration is used, refer to the Getting

Started > Integration Basics.

Using the Provided Lock Screen

Using the default lock screen is simple. Using the lock screen this way will

automatically load an automaker's logo, if supported, to show alongside your

logo. If it is not, the default lock screen will show your logo alone.

To do this, instantiate a new SDLLockScreenConfiguration :

OBJECTIVE-C

SDLLockScreenConfiguration *lockScreenConfiguration = [SDLLockScreenConfiguration enabledConfiguration];

Swift

Customizing the Provided Lock Screen

If you would like to use the provided lock screen, however would like to add

your own appearance to it, we provide that as well.

SDLLockScreenConfiguration allows you to customize the background color as

well as your app's icon. If the app icon is not included, we will use the SDL logo.

let lockScreenConfiguration = SDLLockScreenConfiguration.enabled()

Using Your Own Lock Screen

If you would like to use your own lock screen instead of the provided SDL one,

but still use the logic we provide, you can use a new initializer within

SDLLockScreenConfiguration :

OBJECTIVE-C

UIImage *appIcon = <# Retreive App Icon #>UIColor *backgroundColor = <# Desired Background Color #>SDLLockScreenConfiguration *lockScreenConfiguration = [SDLLockScreenConfiguration enabledConfigurationWithAppIcon:appIcon backgroundColor:backgroundColor];

SWIFT

let appIcon = <# Retrieve App Icon #>let backgroundColor = <# Desired Background Color #>let lockScreenConfiguration = SDLLockScreenConfiguration.enabledConfiguration(withAppIcon: appIcon, backgroundColor: backgroundColor)

Retrieving Make and Model

If you have decided to create your own lock screen, a best practice is to display

the OEM you are connect to's logo, as this adds a more personal touch for the

end user.

OBJECTIVE-C

UIViewController *lockScreenViewController = <# Initialize Your View Controller #>;SDLLockScreenConfiguration *lockScreenConfiguration = [SDLLockScreenConfiguration enabledConfigurationWithViewController:lockScreenViewController];

SWIFT

let lockScreenViewController = <# Initialize Your View Controller #>let lockScreenConfiguration = SDLLockScreenConfiguration.enabledConfiguration(with: lockScreenViewController)

OBJECTIVE-C

__weak typeof (self) weakSelf = self;[self.sdlManager startWithReadyHandler:^(BOOL success, NSError * _Nullable error) { if (!success) { NSLog(@"SDL errored starting up: %@", error); return; }

SDLVehicleType *vehicleType = weakSelf.sdlManager.registerResponse.vehicleType; NSString *make = vehicleType.make; NSString *model = vehicleType.model;}];

SWIFT

sdlManager.start { (success, error) in if success == false { print("SDL errored starting up: \(error)") return }

guard let vehicleType = self.sdlManager.registerResponse?.vehicleType, let make = vehicleType.make, let model = vehicleType.model else { // No make/model found. return } }

Retrieving Lock Screen URL

A newer feature that some OEMs may adapt is the ability for the head unit to

provide SDLManager a URL for a logo to display on the Lock Screen. If you are

creating your own lock screen, it is a best practice to utilize this feature. This

notifcation comes through after we have downloaded the icon for you, and sent

it in the SDLDidReceiveLockScreenIcon notification.

First, register for the SDLDidReceiveLockScreenIcon Notification:

Then, act on the notification:

OBJECTIVE-C

[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(lockScreenIconReceived:) name:SDLDidReceiveLockScreenIcon object:nil];

SWIFT

NotificationCenter.default.addObserver(self, selector: #selector(lockScreenIconReceived(_:)), name: SDLDidReceiveLockScreenIcon, object: nil)

OBJECTIVE-C

- (void)lockScreenIconReceived:(NSNotification *)notification { if (![notification.userInfo[SDLNotificationUserInfoObject] isKindOfClass:[UIImage class]]) { return; }

UIImage *icon = notification.userInfo[SDLNotificationUserInfoObject];}

SWIFT

func lockScreenIconReceived(_ notification: NSNotification) { guard let image = notification.userInfo[SDLNotificationUserInfoObject] as? UIImage else { return }}

Get Vehicle Data

Use the SDLGetVehicleData RPC call to get vehicle data. The HMI level must be

FULL, LIMITED, or BACKGROUND in order to get data.

Each vehicle manufacturer decides which data it will expose. Please check the

SDLRPCResponse RPC to find out which data you will have access to in your

head unit.

N O T E

You may only ask for vehicle data that is available to your

appName & appId combination. These will be specified by each

OEM separately.

V E H I C L E D ATA PA R A M E T E R N A M E D E S C R I P T I O N

GPS gps

Longitude and latitude,current time in UTC,degree of precision,altitude, heading, speed,satellite data vs deadreckoning, andsupported dimensions ofthe GPS

Speed speed Speed in KPH

RPM rpmThe number ofrevolutions per minuteof the engine

Fuel level fuelLevel The fuel level in the tank(percentage)

Fuel level state fuelLevel_State

The fuel level state:unknown, normal, low,fault, alert, or notsupported

Instant fuel consumption instantFuelConsumptionThe instantaneous fuelconsumption inmicrolitres

External temperature externalTemperatureThe externaltemperature in degreescelsius

VIN vin The VehicleIdentification Number

PRNDL prndl

The selected gear thecar is in: park, reverse,neutral, drive, sport, lowgear, first, second, third,fourth, fifth, sixth,seventh or eighth gear,unknown, or fault

Tire pressure tirePressure

Tire status of eachwheel in the vehicle:normal, low, fault, alert,or not supported.Warning light status forthe tire pressure: off, on,flash, or not used

Odometer odometer Odometer reading in km

Belt status beltStatus

The status of each of theseat belts: no, yes, notsupported, fault, or noevent

Body information bodyInformation

Door ajar status for eachdoor. The Ignition status.The ignition stablestatus. The park brakeactive status.

V E H I C L E D ATA PA R A M E T E R N A M E D E S C R I P T I O N

Device status deviceStatus

Contains informationabout the smartphonedevice. Is voicerecognition on or off,has a bluetoothconnection beenestablished, is a callactive, is the phone inroaming mode, is a textmessage available, thebattery level, the statusof the mono and stereooutput channels, thesignal level, the primaryaudio source, whether ornot an emergency call iscurrently taking place

Driver braking driverBrakingThe status of the brakepedal: yes, no, no event,fault, not supported

Wiper status wiperStatus

The status of the wipers:off, automatic off, offmoving, manualinteraction off, manualinteraction on, manuallow, manual high,manual flick, wash,automatic low,automatic high, courtesywipe, automatic adjust,stalled, no data exists

Head lamp status headLampStatus

Status of the headlamps: whether or notthe low and high beamsare on or off. Theambient light sensorstatus: night, twilight 1,twilight 2, twilight 3,twilight 4, day,unknown, invalid

Engine torque engineTorqueTorque value for engine(in Nm) on non-dieselvariants

Acceleration pedalposition accPedalPosition

Accelerator pedalposition (percentagedepressed)

Steering wheel angle steeringWheelAngleCurrent angle of thesteering wheel (indegrees)

E-Call infomation eCallInfoInformation about thestatus of an emergencycall

Airbag status airbagStatus

Status of each of theairbags in the vehicle:yes, no, no event, notsupported, fault

V E H I C L E D ATA PA R A M E T E R N A M E D E S C R I P T I O N

Single Time Vehicle Data Retrieval

Using SDLGetVehicleData , we can ask for vehicle data a single time, if

needed.

Emergency event emergencyEvent

The type of emergency:frontal, side, rear,rollover, no event, notsupported, fault. Fuelcutoff status: normaloperation, fuel is cut off,fault. The roll overstatus: yes, no, noevent, not supported,fault. The maximumchange in velocity.Whether or not multipleemergency events haveoccurred

Cluster mode status clusterModeStatus

Whether or not thepower mode is active.The power modequalification status:power mode undefined,power mode evaluationin progress, not defined,power mode ok. The carmode status: normal,factory, transport, orcrash. The power modestatus: key out, keyrecently out, keyapproved, postaccessory, accessory,post ignition, ignition on,running, crank

My key myKey

Information aboutwhether or not theemergency 911 overridehas been activated

OBJECTIVE-C

SDLGetVehicleData *getVehicleData = [[SDLGetVehicleData alloc] init];getVehicleData.prndl = @YES;[self.sdlManager sendRequest:getVehicleData withResponseHandler:^(__kindof SDLRPCRequest * _Nullable request, __kindof SDLRPCResponse * _Nullable response, NSError * _Nullable error) { if (error) { NSLog(@"Encountered Error sending GetVehicleData: %@", error); return; }

if (![response isKindOfClass:SDLGetVehicleDataResponse.class]) { return; }

SDLGetVehicleDataResponse* getVehicleDataResponse = (SDLGetVehicleDataResponse *)response; SDLResult *resultCode = getVehicleDataResponse.resultCode; if (![resultCode isEqualToEnum:SDLResult.SUCCESS]) { if ([resultCode isEqualToEnum:SDLResult.REJECTED]) { NSLog(@"GetVehicleData was rejected. Are you in an appropriate HMI?"); } else if ([resultCode isEqualToEnum:SDLResult.DISALLOWED]) { NSLog(@"Your app is not allowed to use GetVehicleData"); } else { NSLog(@"Some unknown error has occured!"); } return; }

SDLPRNDL *prndl = getVehicleDataResponse.prndl;}];

Subscribing to Vehicle Data

Subscribing to vehicle data allows you to get notified whenever we have new

data available. This data should not be relied upon being received in a

consistent manner. New vehicle data is available roughly every second.

First, Register to observe the SDLDidReceiveVehicleDataNotification

notification:

SWIFT

let getVehicleData = SDLGetVehicleData()!getVehicleData.prndl = truesdlManager.send(getVehicleData) { (request, response, error) in guard let response = response as? SDLGetVehicleDataResponse, let resultCode = response.resultCode else { return }

if let error = error { print("Encountered Error sending GetVehicleData: \(error)") return }

if !resultCode.isEqual(to: SDLResult.success()) { if resultCode.isEqual(to: SDLResult.rejected()) { print("GetVehicleData was rejected. Are you in an appropriate HMI?") } else if resultCode.isEqual(to: SDLResult.disallowed()) { print("Your app is not allowed to use GetVehicleData") } else { print("Some unknown error has occured!") } return }

let prndl = response.prndl}

Then. Send the Subscribe Vehicle Data Request

OBJECTIVE-C

[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(vehicleDataAvailable:) name:SDLDidReceiveVehicleDataNotification object:nil];

SWIFT

NotificationCenter.default.addObserver(self, selector: #selector(vehicleDataAvailable(_:)), name: .SDLDidReceiveVehicleData, object: nil)

OBJECTIVE-C

SDLSubscribeVehicleData *subscribeVehicleData = [[SDLSubscribeVehicleData alloc] init];subscribeVehicleData.prndl = @YES;

[self.sdlManager sendRequest:subscribeVehicleData withResponseHandler:^(__kindof SDLRPCRequest * _Nullable request, __kindof SDLRPCResponse * _Nullable response, NSError * _Nullable error) { if (![response isKindOfClass:[SDLSubscribeVehicleDataResponse class]]) { return; }

if (!response.success.boolValue) { SDLSubscribeVehicleDataResponse *subscribeVehicleDataResponse = (SDLSubscribeVehicleDataResponse*)response; SDLVehicleDataResult *prndlData = subscribeVehicleDataResponse.prndl;

if ([response.resultCode isEqualToEnum:SDLResult.DISALLOWED]) { // Not allowed to register for this vehicle data. } else if ([response.resultCode isEqualToEnum:SDLResult.USER_DISALLOWED]) { // User disabled the ability to give you this vehicle data } else if ([response.resultCode isEqualToEnum:SDLResult.IGNORED]) { if ([prndlData.resultCode isEqualToEnum:SDLVehicleDataResultCode.DATA_ALREADY_SUBSCRIBED]) { // You have access to this data item, and you are already subscribed to this item so we are ignoring. } else if ([prndlData.resultCode isEqualToEnum:SDLVehicleDataResultCode.VEHICLE_DATA_NOT_AVAILABLE]) { // You have access to this data item, but the vehicle you are connected to does not provide it. } else { NSLog(@"Unknown reason for being ignored: %@", prndlData.resultCode.value); } } else if (error) { NSLog(@"Encountered Error sending SubscribeVehicleData: %@", error); }

return; }

if (![response isKindOfClass:SDLSubscribeVehicleDataResponse.class]) { return; }

// Successfully subscribed}];

SWIFT

let subscribeVehicleData = SDLSubscribeVehicleData()!subscribeVehicleData.prndl = true

sdlManager.send(subscribeVehicleData) { (request, response, error) in guard let response = response as? SDLSubscribeVehicleDataResponse else { return }

guard response.success.boolValue == true else { if response.resultCode.isEqual(to: SDLResult.disallowed()) { // Not allowed to register for this vehicle data. } else if response.resultCode.isEqual(to: SDLResult.user_DISALLOWED()) { // User disabled the ability to give you this vehicle data } else if response.resultCode.isEqual(to: SDLResult.ignored()) { if let prndlData = response.prndl { if prndlData.resultCode.isEqual(to: SDLVehicleDataResultCode.data_ALREADY_SUBSCRIBED()) { // You have access to this data item, and you are already subscribed to this item so we are ignoring. } else if prndlData.resultCode.isEqual(to: SDLVehicleDataResultCode.vehicle_DATA_NOT_AVAILABLE()) { // You have access to this data item, but the vehicle you are connected to does not provide it. } else { print("Unknown reason for being ignored: \(prndlData.resultCode.value)") } } else { print("Unknown reason for being ignored: \(response.info)") } } else if let error = error { print("Encountered Error sending SubscribeVehicleData: \(error)") } return }

// Successfully subscribed}

Finally, react to notification when Vehicle Data is received:

OBJECTIVE-C

- (void)vehicleDataAvailable:(SDLRPCNotificationNotification *)notification { if (![notification.notification isKindOfClass:SDLOnVehicleData.class]) { return; }

SDLOnVehicleData *onVehicleData = (SDLOnVehicleData *)notification.notification;

SDLPRNDL *prndl = onVehicleData.prndl;}

SWIFT

func vehicleDataAvailable(_ notification: SDLRPCNotificationNotification) { guard let onVehicleData = notification.notification as? SDLOnVehicleData else { return }

let prndl = onVehicleData.prndl}

Unsubscribing from Vehicle Data

Sometimes you may not always need all of the vehicle data you are listening

to. We suggest that you only are subscribing when the vehicle data is needed.

To stop listening to specific vehicle data items, utilize

SDLUnsubscribeVehicleData .

OBJECTIVE-C

SDLUnsubscribeVehicleData *unsubscribeVehicleData = [[SDLUnsubscribeVehicleData alloc] init];unsubscribeVehicleData.prndl = @YES;

[self.sdlManager sendRequest:unsubscribeVehicleData withResponseHandler:^(__kindof SDLRPCRequest * _Nullable request, __kindof SDLRPCResponse * _Nullable response, NSError * _Nullable error) { if (![response isKindOfClass:[SDLUnsubscribeVehicleDataResponse class]]) { return; }

if (!response.success.boolValue) { SDLUnsubscribeVehicleDataResponse *unsubscribeVehicleDataResponse = (SDLUnsubscribeVehicleDataResponse*)response; SDLVehicleDataResult *prndlData = unsubscribeVehicleDataResponse.prndl;

if ([response.resultCode isEqualToEnum:SDLResult.DISALLOWED]) { // Not allowed to register for this vehicle data, so unsubscribe also will not work. } else if ([response.resultCode isEqualToEnum:SDLResult.USER_DISALLOWED]) { // User disabled the ability to give you this vehicle data, so unsubscribe also will not work. } else if ([response.resultCode isEqualToEnum:SDLResult.IGNORED]) { if ([prndlData.resultCode isEqualToEnum:SDLVehicleDataResultCode.DATA_NOT_SUBSCRIBED]) { // You have access to this data item, but it was never subscribed to so we ignored it. } else { NSLog(@"Unknown reason for being ignored: %@", prndlData.resultCode.value); } } else if (error) { NSLog(@"Encountered Error sending UnsubscribeVehicleData: %@", error); } return; }

// Successfully unsubscribed}];

SWIFT

let unsubscribeVehicleData = SDLUnsubscribeVehicleData()!unsubscribeVehicleData.prndl = true

sdlManager.send(unsubscribeVehicleData) { (request, response, error) in guard let response = response as? SDLUnsubscribeVehicleDataResponse else { return }

guard response.success == true else { if response.resultCode.isEqual(to: SDLResult.disallowed()) {

} else if response.resultCode.isEqual(to: SDLResult.user_DISALLOWED()) {

} else if response.resultCode.isEqual(to: SDLResult.ignored()) { if let prndlData = response.prndl { if prndlData.resultCode.isEqual(to: SDLVehicleDataResultCode.data_ALREADY_SUBSCRIBED()) { // You have access to this data item, and you are already unsubscribed to this item so we are ignoring. } else if prndlData.resultCode.isEqual(to: SDLVehicleDataResultCode.vehicle_DATA_NOT_AVAILABLE()) { // You have access to this data item, but the vehicle you are connected to does not provide it. } else { print("Unknown reason for being ignored: \(prndlData.resultCode.value)") } } else { print("Unknown reason for being ignored: \(response.info)") } } else if let error = error { print("Encountered Error sending UnsubscribeVehicleData: \(error)") } return }

// Successfully unsubscribed}

Getting In-Car Audio

Capturing in-car audio allows developers to interact with users via raw audio

data provided to them from the car's microphones. In order to gather the raw

audio from the vehicle, we must leverage the SDLPerformAudioPassThru RPC.

Starting Audio Capture

To initiate audio capture, we must construct an SDLPerformAudioPassThru

object. The properties we will set in this object's constructor relate to how we

wish to gather the audio data from the vehicle we are connected to.

N O T E

PerformAudioPassThru does not support automatic speech

cancellation detection, so if this feature is desired, it is up to the

developer to implement.

OBJECTIVE-C

SDLPerformAudioPassThru *audioPassThru = [[SDLPerformAudioPassThru alloc] initWithInitialPrompt:@"Talk to me." audioPassThruDisplayText1:@"Ask me \"What's the weather?\"" audioPassThruDisplayText2:@"or \"What is 1 + 2?\"" samplingRate:SDLSamplingRate._16KHZ bitsPerSample:SDLBitsPerSample._16_BIT audioType:SDLAudioType.PCM maxDuration:1000000 muteAudio:YES];

[self.sdlManager sendRequest:audioPassThru];

SWIFT

let audioPassThru = SDLPerformAudioPassThru(initialPrompt: "Talk to me.", audioPassThruDisplayText1: "Ask me \"What's the weather?\"", audioPassThruDisplayText2: "or \"What is 1 + 2?\"", samplingRate: ._16KHZ(), bitsPerSample: ._8_BIT(), audioType: .pcm(), maxDuration: 1000000, muteAudio: true)!

sdlManager.send(audioPassThru)

In order to know the currently supported audio capture capabilities of the

connected head unit, please refer to the SDLRegisterAppInterfaceResponse ,

which contains a property audioPassThruCapabilities .

Gathering Audio Data

SDL provides audio data as fast as it can gather it, and sends it to the

developer in chunks. In order to retrieve this audio data, the developer must:

FORD HMI

N O T E

Currently, Ford's SYNC 3 vehicles only support Sampling Rates of

16 khz and Bit Rates of 16 bit.

First, register to observe the SDLDidReceiveAudioPassThruNotification

notification:

Then, react to notification when Audio Data is received:

OBJECTIVE-C

[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(onAudioPassThru:) name:SDLDidReceiveAudioPassThruNotification object:nil];

SWIFT

NotificationCenter.default.addObserver(self, selector: #selector(onAudioPassThru(_:)), name: .SDLDidReceiveAudioPassThru, object: nil)

OBJECTIVE-C

- (void)onAudioPassThru:(SDLRPCNotificationNotification *)notification { if (![notification.notification isKindOfClass:SDLOnAudioPassThru.class]) { return; }

SDLOnAudioPassThru *onAudioPassThru = (SDLOnAudioPassThru *)notification.notification;

// Do something with current audio data. NSData *audioData = onAudioPassThru.bulkData;}

SWIFT

func onAudioPassThru(_ notification: SDLRPCNotificationNotification) { guard let onAudioPassThru = notification.notification as? SDLOnAudioPassThru else { return }

// Do something with current audio data. let audioData = onAudioPassThru.bulkData}

Ending Audio Capture

Perform Audio Pass Thru is a request that works in a different way when

compared to other RPCs. For most RPCs, and request is followed by an

immediate response, with whether that RPC was successful or not. This RPC,

however, will only send out the response when the Perform Audio Pass Thru is

ended.

Audio Capture can be ended in 4 ways:

1. Audio Pass Thru has timed out.

If the audio passthrough has proceeded longer than the requested timeout

duration, Core will end this request with a resultCode of SUCCESS . You

should expect to handle this audio passthrough as though it was

successful.2. Audio Pass Thru was closed due to user pressing "Cancel".

If the audio passthrough was displayed, and the user pressed the "Cancel"

button, you will receive a resultCode of ABORTED . You should expect to

ignore this audio pass through.3. Audio Pass Thru was closed due to user pressing "Done".

If the audio passthrough was displayed, and the user pressed the "Done"

button, you will receive a resultCode of SUCCESS . You should expect to

handle this audio passthrough as though it was successful.4. Audio Pass Thru was ended due to the developer ending the request.

N O T E

This audio data is only the current audio data, so the developer

must be in charge of managing previously retrieved audio data.

If the audio passthrough was displayed, but you have established on your

own that you no longer need to capture audio data, you can send an

SDLEndAudioPassThru RPC.

You will receive a resultCode of SUCCESS , and should expect to handle this

audio passthrough as though it was successful.

Handling the Response

To process the response that we received from an ended audio capture, we use

the withResponseHandler property in SDLManager 's send(_ :) function.

OBJECTIVE-C

SDLEndAudioPassThru *endAudioPassThru = [[SDLEndAudioPassThru alloc] init];[self.sdlManager sendRequest:endAudioPassThru];

SWIFT

let endAudioPassThru = SDLEndAudioPassThru()!sdlManager.send(endAudioPassThru)

OBJECTIVE-C

[self.sdlManager sendRequest:performAudioPassThru withResponseHandler:^(__kindof SDLRPCRequest * _Nullable request, __kindof SDLRPCResponse * _Nullable response, NSError * _Nullable error) { if (error) { NSLog(@"Encountered Error sending Perform Audio Pass Thru: %@", error); return; }

if (![response isKindOfClass:SDLPerformAudioPassThruResponse.class]) { return; }

SDLPerformAudioPassThruResponse *audioPassThru = (SDLPerformAudioPassThruResponse *)response; SDLResult *resultCode = sendLocation.resultCode; if ([resultCode isEqualToEnum:SDLResult.SUCCESS]) { // Process audio data } else { // Cancel any usage of the audio data }}];

Setting the Navigation Destination

Setting a Navigation Destination allows you to send a GPS location that you

would like to prompt that user to navigate to using their embedded navigation.

When using the SendLocation RPC, you will not receive a callback about how

the user interacted with this location, only if it was successfully sent to Core

and received. It will be handled by Core from that point on using the embedded

navigation system.

SWIFT

sdlManager.send(performAudioPassThru) { (request, response, error) in guard let response = response, let resultCode = response.resultCode else { return }

if resultCode.isEqual(to: SDLResult.success()) { // Process audio data } else { // Cancel any usage of the audio data. }}

Determining the Result of SendLocation

SendLocation has 3 possible results that you should expect:

1. SUCCESS - SendLocation was successfully sent.2. INVALID_DATA - The request you sent contains invalid data and was

rejected.3. DISALLOWED - Your app does not have permission to use SendLocation.

Detecting if SendLocation is Available

SendLocation is a newer RPC, so there is a possibility that not all head units

will support it, especially if you are connected to a head unit that does not have

an embedded navigation. To see if SendLocation is supported, you may look at

SDLManager 's registerResponse property after the ready handler is called.

Or, you may use SDLManager 's permissionManager property to ask for the

permission status of SendLocation .

N O T E

This currently is only supported for Embedded Navigation. This

does not work with Mobile Navigation Apps at this time.

N O T E

SendLocation is an RPC that is usually restricted by OEMs. As a

result, the OEM you are connecting to may limit app functionality if

not approved for usage.

N O T E

If you need to know how to create and setup SDLManager , please

see Getting Started > Integration Basics.

OBJECTIVE-C

__weak typeof (self) weakSelf = self;[self.sdlManager startWithReadyHandler:^(BOOL success, NSError * _Nullable error) { if (!success) { NSLog(@"SDL errored starting up: %@", error); return; }

SDLHMICapabilities *hmiCapabilities = weakSelf.sdlManager.registerResponse.hmiCapabilities; BOOL isNavigationSupported = NO; if (hmiCapabilities != nil) { isNavigationSupported = hmiCapabilities.navigation.boolValue; } }];

Using Send Location

To use SendLocation, you must at least include the Longitude and Latitude of

the location.

SWIFT

sdlManager.start { (success, error) in if success == false { print("SDL errored starting up: \(error)") return }

var isNavigationSupported = false if let hmiCapabilities = self.sdlManager.registerResponse?.hmiCapabilities { isNavigationSupported = hmiCapabilities.navigation.boolValue }}

OBJECTIVE-C

SDLSendLocation *sendLocation = [[SDLSendLocation alloc] initWithLongitude:-97.380967 latitude:42.877737 locationName:@"The Center" locationDescription:@"Center of the United States" address:@[@"900 Whiting Dr", @"Yankton, SD 57078"] phoneNumber:nil image:nil];[self.sdlManager sendRequest:sendLocation withResponseHandler:^(__kindof SDLRPCRequest * _Nullable request, __kindof SDLRPCResponse * _Nullable response, NSError * _Nullable error) { if (error) { NSLog(@"Encountered Error sending SendLocation: %@", error); return; }

if (![response isKindOfClass:SDLSendLocationResponse.class]) { return; }

SDLSendLocationResponse *sendLocation = (SDLSendLocationResponse *)response; SDLResult *resultCode = sendLocation.resultCode; if (![resultCode isEqualToEnum:SDLResult.SUCCESS]) { if ([resultCode isEqualToEnum:SDLResult.INVALID_DATA]) { NSLog(@"SendLocation was rejected. The request contained invalid data."); } else if ([resultCode isEqualToEnum:SDLResult.DISALLOWED]) { NSLog(@"Your app is not allowed to use SendLocation"); } else { NSLog(@"Some unknown error has occured!"); } return; }

// Successfully sent!}];

SWIFT

let sendLocation = SDLSendLocation(longitude: -97.380967, latitude: 42.877737, locationName: "The Center", locationDescription: "Center of the United States", address: ["900 Whiting Dr", "Yankton, SD 57078"], phoneNumber: nil, image: nil)!sdlManager.send(sendLocation) { (request, response, error) in guard let response = response as? SDLSendLocationResponse, let resultCode = response.resultCode else { return }

if let error = error { print("Encountered Error sending SendLocation: \(error)") return }

if !resultCode.isEqual(to: SDLResult.success()) { if resultCode.isEqual(to: SDLResult.invalid_DATA()) { print("SendLocation was rejected. The request contained invalid data.") } else if resultCode.isEqual(to: SDLResult.disallowed()) { print("Your app is not allowed to use SendLocation") } else { print("Some unknown error has occured!") } return }

// Successfully sent!}

Calling a Phone Number

Dialing a Phone Number allows you to send a phone number to dial on the

user's phone. Regardless of platform (Android or iOS), you must be sure that a

device is connected via Bluetooth (even if using iOS/USB) for this RPC to work.

If it is not connected, you will receive a REJECTED resultCode .

Determining the Result of DialNumber

DialNumber has 3 possible results that you should expect:

1. SUCCESS - DialNumber was successfully sent, and a phone call was

initiated by the user.2. REJECTED - DialNumber was sent, and a phone call was cancelled by the

user. Also, this could mean that there is no phone connected via

Bluetooth.3. DISALLOWED - Your app does not have permission to use DialNumber.

Detecting is DialNumber is Available

DialNumber is a newer RPC, so there is a possibility that not all head units will

support it. To see if DialNumber is supported, you may look at SDLManager 's

registerResponse property after the ready handler is called.

N O T E

DialNumber is an RPC that is usually restricted by OEMs. As a

result, the OEM you are connecting to may limit app functionality if

not approved for usage.

N O T E

If you need to know how to create and setup SDLManager , please

see Getting Started > Integration Basics.

OBJECTIVE-C

__weak typeof (self) weakSelf = self;[self.sdlManager startWithReadyHandler:^(BOOL success, NSError * _Nullable error) { if (!success) { NSLog(@"SDL errored starting up: %@", error); return; }

SDLHMICapabilities *hmiCapabilities = weakSelf.sdlManager.registerResponse.hmiCapabilities; BOOL isPhoneCallSupported = NO; if (hmiCapabilities != nil) { isPhoneCallSupported = hmiCapabilities.phoneCall.boolValue; } }];

How to Use

SWIFT

sdlManager.start { (success, error) in if success == false { print("SDL errored starting up: \(error)") return }

var isPhoneCallSupported = false if let hmiCapabilities = self.sdlManager.registerResponse?.hmiCapabilities { isPhoneCallSupported = hmiCapabilities.phoneCall.boolValue }}

N O T E

For DialNumber, all characters are stripped except for 0 - 9 , * ,

# , , , ; , and +

OBJECTIVE-C

SDLDialNumber *dialNumber = [[SDLDialNumber alloc] init];dialNumber.number = @"1238675309";

[self.sdlManager sendRequest:dialNumber withResponseHandler:^(__kindof SDLRPCRequest * _Nullable request, __kindof SDLRPCResponse * _Nullable response, NSError * _Nullable error) { if (error) { NSLog(@"Encountered Error sending DialNumber: %@", error); return; }

if (![response isKindOfClass:SDLDialNumberResponse.class]) { return; }

SDLDialNumberResponse* dialNumber = (SDLDialNumberResponse *)response; SDLResult *resultCode = dialNumber.resultCode; if (![resultCode isEqualToEnum:SDLResult.SUCCESS]) { if ([resultCode isEqualToEnum:SDLResult.REJECTED]) { NSLog(@"DialNumber was rejected. Either the call was sent and cancelled or there is no device connected"); } else if ([resultCode isEqualToEnum:SDLResult.DISALLOWED]) { NSLog(@"Your app is not allowed to use DialNumber"); } else { NSLog(@"Some unknown error has occured!"); } return; }

// Successfully sent!}];

SWIFT

let dialNumber = SDLDialNumber()!dialNumber.number = "1238675309"

sdlManager.send(dialNumber) { (request, response, error) in guard let response = response as? SDLDialNumberResponse, let resultCode = response.resultCode else { return }

if let error = error { print("Encountered Error sending DialNumber: \(error)") return }

if !resultCode.isEqual(to: SDLResult.success()) { if resultCode.isEqual(to: SDLResult.rejected()) { print("DialNumber was rejected. Either the call was sent and cancelled or there is no device connected") } else if resultCode.isEqual(to: SDLResult.disallowed()) { print("Your app is not allowed to use DialNumber") } else { print("Some unknown error has occured!") } return }

// Successfully sent!}

Mobile Navigation

Mobile Navigation allows map partners to bring their applications into the car

and display their maps and turn by turn easily for the user. This feature has a

different behavior on the head unit than normal applications. The main

differences are:

• Navigation Apps don't use base screen templates. Their main view is the

video stream sent from the device• Navigation Apps can send audio via a binary stream. This will attenuate

the current audio source and should be used for navigation commands• Navigation Apps can receive touch events from the video stream

Connecting an app

The basic connection is the similar for all apps. Please follow Getting Started >

Integration Basics for more information.

The first difference for a navigation app is the appHMIType of Navigation that

has to be set in the SDLLifecycleConfiguration . Navigation apps are also non-

media apps.

The second difference is a property called securityManagers that needs to be

set in the SDLLifecycleConfiguration if connecting to a version of Core that

requires secure video & audio streaming. This property requires an array of

N O T E

In order to use SDL's Mobile Navigation feature, the app must have

a minimum requirement of iOS 8.0. This is due to using iOS's

provided video encoder.

classes of Security Managers, which will conform to the SDLSecurityType

protocol. These security libraries are provided by the OEMs themselves, and will

only work for that OEM. There is not a general catch-all security library.

OBJECTIVE-C

SDLLifecycleConfiguration* lifecycleConfig = [SDLLifecycleConfiguration defaultConfigurationWithAppName:@"<#App Name#>" appId:@"<#App Id#>"];lifecycleConfig.appType = SDLAppHMIType.NAVIGATION;lifecycleConfig.securityManagers = @[OEMSecurityManager.class];

SWIFT

let lifecycleConfig = SDLLifecycleConfiguration.defaultConfiguration(withAppName: "<#App Name#>", appId: "<#App Id#>")lifecycleConfig.appType = .navigation()lifecycleConfig.securityManagers = [OEMSecurityManager.self]

N O T E

When compiling, you must make sure to include all possible OEM's

security managers that you wish to support.

After being registered, the app will start receiving callbacks. One important

callback is hmiLevel:didChangeToLevel: , which informs the app about the

currently visible application on the head unit. Right after registering, the

hmiLevel will be NONE or BACKGROUND . Streaming should commence

once the hmiLevel has been set to LIMITED by the head unit.

Moving Forward

Currently, the maintanence of knowing your phone's state, the head unit's

state, and the streaming state, is all up to the developer. This has been noted

by the maintainers of SDL, and strides have been moving forward to

implementing all of this internally to SDL, so the developer no longer needs to

worry about these states, and we can have users expect a consistent

experience across all mobile navigation applications.

You can track the current proposal on SDL Evolution.

And the work-in-progress code on the sdl_ios repository.

Video Streaming

In order to stream video from a SDL app, we focus on the

SDLStreamingMediaManager class. A reference to this class is available from

SDLManager .

Video Stream Lifecycle

Currently, the lifecycle of the video stream must be maintained by the

developer. Below is a set of guidelines for when a device should stream frames,

and when it should not. The main players in whether or not we should be

streaming are HMI State, and your app's state. Due to an iOS limitation of

VideoToolbox 's encoder and openGL , we must stop streaming when the

device moves to the background state.

H M I S TAT E A P P S TAT EC A N O P E NV I D E O S T R E A M

S H O U L DC LO S E V I D E OS T R E A M

NONE Background No Yes

NONE Regaining Active No Yes

NONE Foreground No Yes

NONE Resigning Active No Yes

BACKGROUND Background No Yes

BACKGROUND Regaining Active No Yes

BACKGROUND Foreground No Yes

BACKGROUND Resigning Active No Yes

LIMITED Background No No

LIMITED Regaining Active Yes Yes

LIMITED Foreground Yes No

LIMITED Resigning Active No No

FULL Background No No

FULL Regaining Active Yes Yes

FULL Foreground Yes No

FULL Resigning Active No No

Starting the Stream

In order to start a video stream, an app must have an HMI state of at least

LIMITED , and the app must be in the foreground. It is also notable that you

should only start one video stream per session. You may observe HMI state

changes from SDLManager 's protocol callback hmiLevel:didChangeToLevel: .

The flags SDLEncryptionFlagAuthenticateOnly or

SDLEncryptionFlagAuthenticateAndEncrypt should be used if a security

N O T E

For occurences of "Can Open Video Stream" and "Should Close

Video Stream" both being Yes, this means that the stream should

be closed, and then opened (restarted).

manager was provided when setting up the SDLLifecycleConfiguration . An

example of starting a video stream can be seen below:

SWIFT

func hmiLevel(_ oldLevel: SDLHMILevel, didChangeTo newLevel: SDLHMILevel) { // Code for starting video stream if newLevel.isEqual(to: SDLHMILevel.limited()) || newLevel.isEqual(to: SDLHMILevel.full()) { startVideoSession() } else { stopVideoSession() }}

private func stopVideoSession() { guard let streamManager = self.sdlManager.streamManager, streamManager.videoSessionConnected else { return }

streamManager.stopVideoSession()}

private func startVideoSession() { guard let streamManager = self.sdlManager.streamManager, streamManager.videoSessionConnected, UIApplication.shared.applicationState != .active else { return } streamManager.startVideoSession(withTLS: .authenticateAndEncrypt) { (success, encryption, error) in if !success { if let error = error { NSLog("Error starting video session. \(error.localizedDescription)") } } else { if encryption { // Video will be encrypted } else { // Video will not be encrypted }

} }}

OBJECTIVE-C

- (void)hmiLevel:(SDLHMILevel*)oldLevel didChangeToLevel:(SDLHMILevel*)newLevel { // Code for starting video stream if ([newLevel isEqualToEnum:SDLHMILevel.FULL] || [newLevel isEqualToEnum:SDLHMILevel.LIMITED]) { [self startVideoSession]; } else { [self stopVideoSession]; }}

- (void)stopVideoSession { if (!self.sdlManager.streamManager.videoSessionConnected) { return; } [self.sdlManager.streamManager stopVideoSession];}

- (void)startVideoSession { if (!self.sdlManager.streamManager.videoSessionConnected || [UIApplication sharedApplication].applicationState != UIApplicationStateActive) { return; } [self.sdlManager.streamManager startVideoSessionWithTLS:SDLEncryptionFlagAuthenticateAndEncrypt startBlock:^(BOOL success, BOOL encryption, NSError * _Nullable error) { if (!success) { if (error) { NSLog(@"Error starting video session. %@", error.localizedDescription); } } else { if (encryption) { // Video will be encrypted } else { // Video will not be encrypted } }

}];}

Sending Data to the Stream

Sending video data to the head unit must be provided to

SDLStreamingMediaManager as a CVImageBufferRef (Apple documentation

here). Once the video stream has started, you will not see video appear until a

few frames have been received. To send a frame, refer to the snippet below:

N O T E

You should also cache the HMI Level, and when the device state

changes, be sure to handle closing/opening the session.

OBJECTIVE-C

CVPixelBufferRef imageBuffer = <#Acquire Image Buffer#>;

if ([self.sdlManager.streamManager sendVideoData:imageBuffer] == NO) { NSLog(@"Could not send Video Data");}

Best Practices

• A constant stream of map frames is not necessary to maintain an image

on the screen. Because of this, we advise that a batch of frames are only

sent on map movement or location movement. This will keep the

application's memory consumption lower.• For an ideal user experience, we recommend sending 30 frames per

second.

Audio Streaming

Navigation apps are allowed to stream raw audio to be played by the head unit.

The audio received this way is played immediately, and the current audio

source will be attenuated. The raw audio has to be played with the following

parameters:

• Format: PCM

SWIFT

let imageBuffer = <#Acquire Image Buffer#>;

guard let streamManager = self.sdlManager.streamManager, streamManager.videoSessionConnected else { return}

if streamManager.sendVideoData(imageBuffer) == false { print("Could not send Video Data")}

• Sample Rate: 16k• Number of Channels: 1• Bits Per Second (BPS): 16 bits per sample / 2 bytes per sample

In order to stream audio from a SDL app, we focus on the

SDLStreamingMediaManager class. A reference to this class is available from

an SDLProxy property streamingMediaManager .

Currently, the lifecycle of the audio stream must be maintained by the

developer. Below is a set of guidelines for when a device should stream frames,

and when it should not. The main player in whether or not we should be

streaming are HMI State. The audio stream may be opened in any application

state.

H M I S TAT EC A N O P E N AU D I OS T R E A M

S H O U L D C LO S EAU D I O S T R E A M

In order to start an audio stream, an app must have an HMI state of at least

HMI_LIMITED . It is also notable that you should only start one audio stream

per session. You may observe HMI state changes from SDLProxyListener 's

AUDIO STREAM LIFECYCLE

NONE No Yes

BACKGROUND No Yes

LIMITED Yes No

FULL Yes No

STARTING THE STREAM

protocol callback onOnHMIStatus: . An example of starting an audio stream

can be seen below:

SWIFT

func hmiLevel(_ oldLevel: SDLHMILevel, didChangeTo newLevel: SDLHMILevel) { // Code for starting video stream if newLevel.isEqual(to: SDLHMILevel.limited()) || newLevel.isEqual(to: SDLHMILevel.full()) { startAudioSession() } else { stopAudioSession() }}

private func stopAudioSession() { guard let streamManager = self.sdlManager.streamManager, streamManager.audioSessionConnected else { return }

streamManager.stopAudioSession()}

private func startAudioSession() { guard let streamManager = self.sdlManager.streamManager, streamManager.audioSessionConnected else { return }

streamManager.startAudioSession(withTLS: .authenticateAndEncrypt) { (success, encryption, error) in if !success { if let error = error { NSLog("Error starting audio session. \(error.localizedDescription)") } } else { if encryption { // Audio will be encrypted } else { // Audio will not be encrypted } } }}

OBJECTIVE-C

- (void)hmiLevel:(SDLHMILevel*)oldLevel didChangeToLevel:(SDLHMILevel*)newLevel { // Code for starting video stream if ([newLevel isEqualToEnum:SDLHMILevel.FULL] || [newLevel isEqualToEnum:SDLHMILevel.LIMITED]) { [self startAudioSession]; } else { [self stopAudioSession]; }}

- (void)stopAudioSession { if (!self.sdlManager.streamManager.audioSessionConnected) { return; } [self.sdlManager.streamManager stopAudioSession];}

- (void)startAudioSession { if (!self.sdlManager.streamManager.audioSessionConnected) { return; } [self.sdlManager.streamManager startAudioSessionWithTLS:SDLEncryptionFlagAuthenticateAndEncrypt startBlock:^(BOOL success, BOOL encryption, NSError * _Nullable error) { if (!success) { if (error) { NSLog(@"Error starting video session. %@", error.localizedDescription); } } else { if (encryption) { // Audio will be encrypted } else { // Audio will not be encrypted } } }];}

Once the audio stream is connected, data may be easily passed to the Head

Unit. The function sendAudioData: provides us with whether or not the PCM

Audio Data was successfully transferred to the Head Unit.

SENDING DATA TO THE STREAM

OBJECTIVE-C

NSData* audioData = <#Acquire Audio Data#>;

if ([self.sdlManager.streamManager sendAudioData:imageBuffer] == NO) { NSLog(@"Could not send Audio Data");}

Touch Input

Navigation applications have support for touch events, including both single

and multitouch events. This includes interactions such as panning and pinch. A

developer may use the included SDLTouchManager class, or yourself by

listening to the SDLDidReceiveTouchEventNotification notification.

1. Using SDLTouchManager

SDLTouchManager has multiple callbacks that will ease the implementation of

touch events. The following callbacks are provided:

SWIFT

let audioData = <#Acquire Audio Data#>;

guard let streamManager = self.sdlManager.streamManager, streamManager.audioSessionConnected else { return}

if streamManager.sendAudioData(imageBuffer) == false { print("Could not send Audio Data")}

SWIFT

optional public func touchManager(_ manager: SDLTouchManager, didReceiveSingleTapAt point: CGPoint)optional public func touchManager(_ manager: SDLTouchManager, didReceiveDoubleTapAt point: CGPoint)

optional public func touchManager(_ manager: SDLTouchManager, panningDidStartAt point: CGPoint)optional public func touchManager(_ manager: SDLTouchManager, didReceivePanningFrom fromPoint: CGPoint, to toPoint: CGPoint)optional public func touchManager(_ manager: SDLTouchManager, panningDidEndAt point: CGPoint)

optional public func touchManager(_ manager: SDLTouchManager, pinchDidStartAtCenter point: CGPoint)optional public func touchManager(_ manager: SDLTouchManager, didReceivePinchAtCenter point: CGPoint, withScale scale: CGFloat)optional public func touchManager(_ manager: SDLTouchManager, pinchDidEndAtCenter point: CGPoint)

OBJECTIVE-C

- (void)touchManager:(SDLTouchManager*)manager didReceiveSingleTapAtPoint:(CGPoint)point;- (void)touchManager:(SDLTouchManager*)manager didReceiveDoubleTapAtPoint:(CGPoint)point;

- (void)touchManager:(SDLTouchManager *)manager panningDidStartAtPoint:(CGPoint)point;- (void)touchManager:(SDLTouchManager*)manager didReceivePanningFromPoint:(CGPoint)fromPoint toPoint:(CGPoint)toPoint;- (void)touchManager:(SDLTouchManager*)manager panningDidEndAtPoint:(CGPoint)point;

- (void)touchManager:(SDLTouchManager *)manager pinchDidStartAtCenterPoint:(CGPoint)point;- (void)touchManager:(SDLTouchManager*)manager didReceivePinchAtCenterPoint:(CGPoint)point withScale:(CGFloat)scale;- (void)touchManager:(SDLTouchManager *)manager pinchDidEndAtCenterPoint:(CGPoint)point;

N O T E

Points that are provided via these callbacks are in the head unit's

coordinate space.

2. Self Implementation of onTouchEvent

If apps want to have access to the raw touch data, the

SDLDidReceiveTouchEventNotification notification can be evaluated. This

callback will be fired for every touch of the user and contains the following

data:

BEGIN

Sent for the first touch event

MOVE

Sent if the touch moved

END

Sent when the touch is lifted

touchEventId

Unique ID of the touch. Increases for multiple touches (0, 1, 2, ...)

timeStamp

Timestamp of the head unit time. Can be used to compare time passedbetween touches

TYPE

EVENT

coord

X and Y coordinates in the head unit coordinate system. (0, 0) is thetop left

EXAMPLE

SWIFT

// To RegisterNotificationCenter.default.addObserver(self, selector: #selector(touchEventAvailable(_:)), name: .SDLDidReceiveTouchEvent, object: nil)

// On Receive@objc private func touchEventAvailable(_ notification: SDLRPCNotificationNotification) { guard let touchEvent = notification.notification as? SDLOnTouchEvent else { print("Error retrieving onTouchEvent object") return }

// Grab something like type let type = touchEvent.type}

Keyboard Input

Keyboard input is available via the SDLPerformInteraction RPC. For a general

understanding of how this RPC works, reference the Displaying Information >

Menus. As opposed to the normal process for using SDLPerformInteraction

with a required SDLCreateInteractionChoiceSet , using the keyboard requires

no interaction choice sets to be created beforehand. It does, however, require

an empty array to be passed in. To show the perform interaction as a keyboard,

we modify the interactionLayout property to be KEYBOARD . Note that while

the vehicle is in motion, keyboard input will be unavailable (resulting in a

grayed out keyboard).

OBJECTIVE-C

[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(touchEventAvailable:) name:SDLDidReceiveTouchEventNotification object:nil];

- (void)touchEventAvailable:(SDLRPCNotificationNotification *)notification { if (![notification.notification isKindOfClass:SDLOnTouchEvent.class]) { return; } SDLOnTouchEvent* touchEvent = (SDLOnTouchEvent *)notification.notification;

// Grab something like type SDLTouchType* type = touchEvent.type;}

SWIFT

let performInteraction = SDLPerformInteraction()!performInteraction.initialText = "Find Location"performInteraction.interactionChoiceSetIDList = []performInteraction.timeout = 100000performInteraction.interactionMode = .manual_ONLY()performInteraction.interactionLayout = .keyboard()sdlManager.send(performInteraction) { (request, response, error) in if response?.resultCode.isEqual(to: SDLResult.success()) == false { print("Error sending perform interaction.") return }

guard let performInteractionResponse = response as? SDLPerformInteractionResponse, let textEntry = performInteractionResponse.manualTextEntry else { return }

// text entered}

OBJECTIVE-C

SDLPerformInteraction* performInteraction = [[SDLPerformInteraction alloc] init];performInteraction.initialText = @"Find Location";performInteraction.interactionChoiceSetIDList = [@[] mutableCopy];performInteraction.timeout = @(100000);performInteraction.interactionMode = SDLInteractionMode.MANUAL_ONLY;performInteraction.interactionLayout = SDLLayoutMode.KEYBOARD;[self.sdlManager sendRequest:performInteraction withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if (![response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { NSLog(@"Error sending perform interaction."); return; } else if (![response isKindOfClass:SDLPerformInteractionResponse.class]) { return; }

SDLPerformInteractionResponse* performInteractionResponse = (SDLPerformInteractionResponse*)response;

if (performInteractionResponse.manualTextEntry.length) { // text entered }}];

N O T E

In Ford's current SYNC 3 implementation of SmartDeviceLink, there

is a bug resulting in the need for an interaction choice array to be

set in the RPC call.

Displaying Turn By Turn Advices

Currently, to display a Turn by Turn advice, a combination of the

SDLShowConstantTBT and SDLAlertManeuver RPCs must be used. The

SDLShowConstantTBT RPC involves the data that will be shown on the head

unit. The main properties of this object to set are navigationText1 ,

navigationText2 , and turnIcon . A best practice for navigation applications is

to use the navigationText1 as the advice to give (Turn Right) and

navigationText2 to provide the distance to that advice (3 mi). When an

SDLAlertManeuver is sent, you may also include accompanying text that you

would like the head unit to speak when an advice is displayed on screen (In 3

miles turn right.).

N O T E

If the connected device has received a phone call in the vehicle,

the Alert Maneuver is the only way for your app to inform the user.

SWIFT

// Create SDLImage object for turnIcon.let turnIcon = <#Create SDLImage#>

let turnByTurn = SDLShowConstantTBT()!turnByTurn.navigationText1 = "Turn Right"turnByTurn.navigationText2 = "3 mi"turnByTurn.turnIcon = turnIcon

sdlManager.send(turnByTurn) { (request, response, error) in if response?.resultCode.isEqual(to: SDLResult.success()) == false { print("Error sending TBT.") return }

let alertManeuver = SDLAlertManeuver(tts: "In 3 miles turn right", softButtons: nil)! self.sdlManager.send(alertManeuver) { (request, response, error) in if response?.resultCode.isEqual(to: SDLResult.success()) == false { print("Error sending AlertManeuver.") return } }}

Remember when sending a SDLImage, that the image must first be

uploaded to the head unit via a PutFile RPC.

To clear a navigation advice from the screen, we send an

SDLShowConstantTBT with the maneuverComplete property as YES . This

specific RPC does not require an accompanying SDLAlertManeuver .

OBJECTIVE-C

// Create SDLImage object for turnIcon.SDLImage* turnIcon = <#Create SDLImage#>;

SDLShowConstantTBT* turnByTurn = [[SDLShowConstantTBT alloc] init];turnByTurn.navigationText1 = @"Turn Right";turnByTurn.navigationText2 = @"3 mi";turnByTurn.turnIcon = turnIcon;

__weak typeof(self) weakSelf = self;[self.sdlManager sendRequest:turnByTurn withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if (![response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { NSLog(@"Error sending TBT."); return; }

typeof(weakSelf) strongSelf = weakSelf; SDLAlertManeuver* alertManeuver = [[SDLAlertManeuver alloc] initWithTTS:@"In 3 miles turn right" softButtons:nil]; [strongSelf.sdlManager sendRequest:alertManeuver withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if (![response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { NSLog(@"Error sending AlertManeuver."); return; } }];}];

SWIFT

let turnByTurn = SDLShowConstantTBT()!turnByTurn.maneuverComplete = true

sdlManager.send(turnByTurn) { (request, response, error) in if response?.resultCode.isEqual(to: SDLResult.success()) == false { print("Error sending TBT.") return }}

OBJECTIVE-C

SDLShowConstantTBT* turnByTurn = [[SDLShowConstantTBT alloc] init];turnByTurn.maneuverComplete = @(YES);

[self.sdlManager sendRequest:turnByTurn withResponseHandler:^(SDLRPCRequest *request, SDLRPCResponse *response, NSError *error) { if (![response.resultCode isEqualToEnum:SDLResult.SUCCESS]) { NSLog(@"Error sending TBT."); return; }

// Successfully cleared}];

SmartDeviceLink (SDL) iOS Relay

The SmartDeviceLink (SDL) iOS Relay app is a debugging tool for developers

building iOS applications that communicate with a SDL Core via a USB cable.

Testing is done over a TCP/IP connection. During testing developers can easily

see logs of in-going/out-going remote procedure calls (RPCs) in Xcode's debug

console, thus making debugging easier and faster.

Necessary Tools

In order to use the Relay app, you must have the following tools

1. A SDL Core enabled vehicle head unit or a test development kit (TDK)2. An iOS device with the SDL iOS Relay app installed3. A USB cable to connect the iOS device to the head unit or TDK

N O T E

Make sure that both the SDL iOS Relay app and the app being

tested are connected to the same wifi network.

4. Xcode with the app being tested running in Xcode's iOS Simulator app

Examples

Example: Connecting the RPC Builder iOS app

This example shows you how to use the RPC Builder app in conjunction with the

Relay app. For a tutorial on how to connect a custom app, please see the

example below.

1. Download the RPC Builder app from GitHub. The RPC Builder app is a free

tool designed to help developers understand how RPCs work.2. Download the Relay app from GitHub and install it on an iOS device.

1. Launch the Relay app on an iOS device. If the Relay app is not connected

to any hardware running SDL Core via USB, the app's screen will not show

any active connections.

![Start](./assets/Start.png | width=200)

Initial app startup. This state is visible when the app is not connected to

hardware running SDL Core via USB.2. Connect the iOS device to the SDL Core using a USB cable.

N O T E

You may have to change the bundle identifier name of the app

before Xcode will allow installation of the Relay app on your device.

In order to change the name, go to Relay > General > Bundle

Identifier and change the bundle identifier name to anything you

want as long as it is unique. A bundle identifier is not unique if

anyone has registered an app with the same bundle identifier with

Apple.

3. When the iOS device is connected to the SDL Core, the status under USB

Connection should change from Disconnected to Connected. Wait for the

the status of the EASession to change to Connected

![USBConnected](./assets/USBConnected.png | width=200)

When Relay is initially connected via USB, but the connection isn't

complete.

![EASessionConnected](./assets/EASessionConnected.png | width=200)

When the Relay is fully connected via USB, and ready for server start. 4. Once the USB Connection and EASession are both set to Connected, the

app is fully connected and ready for server start. Toggle the switch under

Server to on. When the status of the server changes to Available, the IP

address and port number of the wifi network the Relay app is connected

to will appear under Server.

![ServerStarted](./assets/ServerStarted.png | width=200)

Server is now started, and awating connection.5. Open the RPC Builder app in Xcode and click on the run button to launch

the app in Xcode's iOS Simulator. Enter the IP address and port number

from the Relay app into the RPC Builder app and click on Next. On the

next page of the RPC Builder app, click on Send.6. Once the RPC Builder app is running on the Simulator, the status of SDL in

the Relay app should change to Connected.

![TCPConnected](./assets/TCPConnected.png | width=200)

Application is correctly connected to Relay, and messages can now be

sent and received. 7. The RPC Builder app is now connected to Relay, and messages can be

sent and received. Debug logs will appear in Xcode's debug area.

Example: Connecting Your Custom App

This example shows you how to connect a custom app with the Relay app.

1. First, follow steps 2 through 7 in the example above called Connecting the

RPC Builder iOS app.2. It is very important to make sure that the Relay app and the app you are

testing are connected to the same wifi network. Make sure to set the

proxy's TCP/IP initializer with the same IP address and port number used

by the Relay app. To do this, set the proxy builder's TCP/IP initializer in the

app being tested.

SDLProxy* proxy = [SDLProxyFactory

buildSDLProxyWithListener:sdlProxyListenerDelegate

tcpIPAddress:@"1.2.3.4" port:@"2776"];3. Start the app being tested on Xcode's simulator.4. Once the app is running on the simulator, the status of SDL in the Relay

app should change to Connected.

![TCPConnected](./assets/TCPConnected.png | width=200)

Application is correctly connected to Relay, and messages can now be

sent and received. 5. The app is now connected to Relay, and messages can be sent and

received. Debug logs will appear in Xcode's debug area.

Need Help?

If you need general assistance, or have other questions, you can sign up for the

SDL Slack and chat with other developers and the maintainers of the project.

Found a Bug?

If you see a bug, feel free to post an issue.

N O T E

The relay app should always be connected to the SDL Core before

starting your app, otherwise the setup will not work

Want to Help?

If you want to help add more features, please file a pull request.

RPC Builder v1.2.2

Introduction

The SmartDeviceLink (SDL) RPC Builder app is a free iOS app designed to help

developers understand the SDL interface and how remote procedure calls

(RPCs) work. Use the app to send and receive RPCs with a SDL Core without

writing any code.

N O T E

In order for the RPC Builder app to work correctly, all commands

must be executed in proper sequence. For example, when building

a custom menu, a performInteraction call will only be successful if

sent after a createInteractionChoiceSet call. To find more

information about how to properly set up a sequence of commands,

please reference the SDL App Developer Documentation.

Getting Started

In order to begin using RPC Builder, the SDL iOS library must be added to the

project. There is already support for CocoaPods in this project, so to install the

library, simply navigate to the RPC Builder folder in a terminal and then install:

After the SDL iOS library has been installed, the RPC Builder app can be

deployed on an iOS device.

RPC Builder Interface

Settings Page

![Settings](./assets/Settings.png | width=200)

On the settings page, select a RPC spec file. The default Mobile_API.xml file will

generate all possible RPCs available for the app. To use a custom RPC spec file,

add a new file via iTunes file sharing to the SpecXMLs directory. The file can

also be added via a remote URL.

Also on the settings page, set the transport layer to TCP/IP or iAP.

Once the spec file and transport layer have been set, click on Next. The next

page is the Register App Interface (RAI) screen. This page contains information

for registering the app the first time it connects with the SDL Core. Simply click

on Send to use the default settings. If the properties on the RAI screen are

modified, they will be cached for subsequent launches.

cd RPC\ Builder/pod install

![RegisterAppInterface](./assets/RegisterAppInterface.png | width=200)

![Connecting](./assets/Connecting.png | width=200)

Main RPCs Table

![RPCs](./assets/RPCs.png | width=200)

The main RPC table is create at runtime by the app from the spec XML file. If

there is additional information provided about the RPC call, an information

button will appear next to the RPC name in the table. Click on the information

button to learn more about the RPC call.

![AddCommand](./assets/AddCommand.png | width=200)

Send A RPC

To send an RPC to the SDL Core select the RPC from the table, fill out the RPC

parameters and click Send.

![RPCs](./assets/RPCs.png | width=200)

N O T E

Once Send is pressed, the app will not continue until a successful

connection is achieved and RAI response is received.

After selecting an RPC from the table, a view will appear with all possible

parameters for this RPC. To find out more information about an argument, tap

and hold the argument name to reveal the information.

![MainField](./assets/MainField.png | width=200)

Required data will have a red asterisk next to the argument name.

If a parameter is a struct or array, an arrow will appear to the right of the

parameter name. More parameter information for the array or struct can be

PARAMETER INFORMATION

REQUIRED PARAMETERS

STRUCT OR ARRAY PARAMETERS

entered by clicking on the parameter table cell. A new view will appear where

more information about the parameter can be entered.

There are three different ways to send an RPC argument.

1. Send with data.

◦ To send an argument with data just add the information next to the

arguments name.

2. Send without data

◦ To send an argument with an empty string, leave the field next to the

argument name empty

3. Don't send the argument

◦ To disable the argument from being included in the RPC, tap once on

the argument's name. The argument will be grayed out and not

included in the request. In the picture below mainField1 will not be

included in the RPC Request, but mainField2 will be included with an

empty string.

![EnabledDisabled](./assets/EnabledDisabled.png | width=200)

Modules

The purpose of modules is to allow developers to create more advanced testing

scenarios. A module can contain multiple RPCs. It can also define capabilities

not provided in the RPC spec file.

![Modules](./assets/Modules.png | width=200)

PARAMETER DATA

There are a few requirements for building Modules:

1. All Modules must be subclasses of RBModuleViewController, and all class

functions labeled as Required must be overridden.

◦ These properties will allow other developers to easily understand

what the Module will be testing and will also include the iOS version

required in order to use Module.◦ Any Module with an iOS version other than 6 as the requirement will

be listed.◦ Although other class functions such as moduleImageName/

moduleImage are optional, it is encouraged to add these functions.

2. All Modules must use the provided SDLProxy, SDLManager, and

RBSettingsManager that are provided to subclasses of

RBModuleViewController.3. All Modules must be added to the Modules.storyboard storyboard in order

to correctly load.

◦ When designing your view controller, use 8px for the vertical and

horizontal displacement between views to create a consistent user

experience.

4. All Modules must not interact with any other Module.5. All Modules must be added to RBModuleViewController's class function

moduleClassNames. The new Module should be added to this list in

alphabetical order. For an example of how to add this see below:

BUILDING NEW MODULES

1. Streaming

◦ Allows for testing of video and audio streaming of camera / video

files as well as audio files respectively.

2. Audio Capture

◦ Allows for saving of audio data via AudioPassThru RPCs. Properties of

this RPC can be modified to test the robustness of the RPC. This

audio data may be retrieved via iTunes File Sharing.

Console Log

The console log shows a simplified output of sent and received requests.

![Console](./assets/Console.png | width=200)

+ (NSArray*)moduleClassNames { if (!moduleClassNames) { moduleClassNames = @[ [RBStreamingModuleViewController classString], // Streaming [RBNewModuleViewController classString] // Module Name ]; } return moduleClassNames;}

DEFAULT MODULES

The console logs are color coded for quick identification.

1. White - Used for logs with no additional data.2. Blue - Used for requests sent to the SDL Core.3. Green - Used for responses from the SDL Core. There are three possible

response types:

◦ Successful: these response types are colored green.◦ Aborted, Timed-Out, or Warnings: these response types are colored

yellow.◦ Miscellaneous: these response types are colored red.

4. Yellow - Used for notifications sent from the SDL Core.

Tapping once on a RPC call in the console will reveal the JSON associated with

that RPC call, if applicable.

![Console-RAI](./assets/Console-RAI.png | width=200)

A Special Note About Putfile

Putfile is the RPC responsible for sending binary data from our mobile libraries

to the SDL Core. The RPC Builder app provides support for adding any type of

file: either from the camera roll (for images) or iTunes shared storage for any

other kind of files. Similar to adding custom RPC spec files, any file located

within the BulkData directory will be present in local storage and be usable for

upload.

CONSOLE COLOR CODES

RPC JSON

Need Help?

If you need general assistance, or have other questions, you can sign up for the

SDL Slack and chat with other developers and the maintainers of the project.

Found a Bug?

If you see a bug, feel free to post an issue.

Want to Help?

If you want to help add more features, please file a pull request.


Recommended