79584216

Date: 2025-04-21 07:53:00
Score: 0.5
Natty:
Report link

Using Live Activities in a Kotlin Multiplatform (KMP) iOS project requires bridging native Swift/Objective-C APIs with KMP. Since Live Activities are an iOS-specific feature introduced in iOS 16.1 via ActivityKit, they are not directly available in Kotlin. However, you can interact with them via expect/actual declarations or platform-specific Swift code.

Here’s how to approach this

kotlin {

iosX64()

iosArm64()

iosSimulatorArm64()

sourceSets {

    val iosMain by getting {

        dependencies {

            // your iOS-specific dependencies

        }

    }

}

}

2. Create Swift Code for Live Activities

Create a Swift file in the iosApp module (or your iOS target module):

swift

Copy code

import ActivityKit

struct LiveActivityManager {

static func startActivity(content: String) {

    if ActivityAuthorizationInfo().areActivitiesEnabled {

        let attributes = MyActivityAttributes(name: content)

        let contentState = MyActivityAttributes.ContentState(value: 0)

        do {

            let \_ = try Activity\<MyActivityAttributes\>.request(attributes: attributes, contentState: contentState)

        } catch {

            print("Error starting activity: \\(error)")

        }

    }

}

static func updateActivity(activityID: String, value: Int) {

    Task {

        let updatedState = MyActivityAttributes.ContentState(value: value)

        for activity in Activity\<MyActivityAttributes\>.activities {

            if activity.id == activityID {

                await activity.update(using: updatedState)

            }

        }

    }

}

}

Define your attributes:

swift

Copy code

struct MyActivityAttributes: ActivityAttributes {

public struct ContentState: Codable, Hashable {

    var value: Int

}

var name: String

}

3. Expose Swift Code to Kotlin

Use an Objective-C bridging header or expose Swift to Kotlin via a wrapper:

a. Mark Swift functions with @objc and use a class:

swift

Copy code

@objc class LiveActivityWrapper: NSObject {

@objc static func startActivity(withContent content: String) {

    LiveActivityManager.startActivity(content: content)

}

}

b. Add to Bridging Header (if needed):

objc

Copy code

#import "YourAppName-Swift.h"

4. Call iOS-specific Code from Kotlin

Use Platform-specific implementation in Kotlin:

commonMain

kotlin

Copy code

expect fun startLiveActivity(content: String)

iosMain

kotlin

Copy code

actual fun startLiveActivity(content: String) {

LiveActivityWrapper.startActivity(withContent = content)

}

5. Use It in Shared Code

Now you can call startLiveActivity("MyContent") from shared code and have it trigger Live Activities on iOS.

Notes:

Ensure your iOS app has appropriate entitlements (com.apple.developer.activitykit) and runs on iOS 16.1+.

Live Activities only work on real devices, not on the iOS Simulator.

You might need to configure Info.plist for widget support if using Dynamickotlin {

iosX64()

iosArm64()

iosSimulatorArm64()

sourceSets {

    val iosMain by getting {

        dependencies {

            // your iOS-specific dependencies

        }

    }

}

}

2. Create Swift Code for Live Activities

Create a Swift file in the iosApp module (or your iOS target module):

swift

Copy code

import ActivityKit

struct LiveActivityManager {

static func startActivity(content: String) {

    if ActivityAuthorizationInfo().areActivitiesEnabled {

        let attributes = MyActivityAttributes(name: content)

        let contentState = MyActivityAttributes.ContentState(value: 0)

        do {

            let \_ = try Activity\<MyActivityAttributes\>.request(attributes: attributes, contentState: contentState)

        } catch {

            print("Error starting activity: \\(error)")

        }

    }

}

static func updateActivity(activityID: String, value: Int) {

    Task {

        let updatedState = MyActivityAttributes.ContentState(value: value)

        for activity in Activity\<MyActivityAttributes\>.activities {

            if activity.id == activityID {

                await activity.update(using: updatedState)

            }

        }

    }

}

}

Define your attributes:

swift

Copy code

struct MyActivityAttributes: ActivityAttributes {

public struct ContentState: Codable, Hashable {

    var value: Int

}

var name: String

}

3. Expose Swift Code to Kotlin

Use an Objective-C bridging header or expose Swift to Kotlin via a wrapper:

a. Mark Swift functions with @objc and use a class:

swift

Copy code

@objc class LiveActivityWrapper: NSObject {

@objc static func startActivity(withContent content: String) {

    LiveActivityManager.startActivity(content: content)

}

}

b. Add to Bridging Header (if needed):

objc

Copy code

#import "YourAppName-Swift.h"

4. Call iOS-specific Code from Kotlin

Use Platform-specific implementation in Kotlin:

commonMain

kotlin

Copy code

expect fun startLiveActivity(content: String)

iosMain

kotlin

Copy code

actual fun startLiveActivity(content: String) {

LiveActivityWrapper.startActivity(withContent = content)

}

5. Use It in Shared Code

Now you can call startLiveActivity("MyContent") from shared code and have it trigger Live Activities on iOS.

Notes:

Ensure your iOS app has appropriate entitlements (com.apple.developer.activitykit) and runs on iOS 16.1+.

Live Activities only work on real devices, not on the iOS Simulator.

You might need to configure Info.plist for widget support if using Dynamic Island or Lock Screen widgets.

Let me know if you want a working example or GitHub template! Island or Lock Screen widgets.

Let me know if you want a working example or GitHub template!

Reasons:
  • Long answer (-1):
  • Has code block (-0.5):
  • User mentioned (1): @objc
  • User mentioned (0): @objc
  • User mentioned (0): @objc
  • User mentioned (0): @objc
  • Low reputation (1):
Posted by: Broken Life