Change Label.stringValue of Label while editing textfield - cocoa

I am trying to make a live textfield and show the entered string in a label but I don't know how to realize it.
What I can do now is only showing the text by a button click, but I want to skip this button. How to do this?
import Cocoa
class ViewController: NSViewController {
#IBOutlet weak var namefiled: NSTextField!
#IBOutlet weak var Mylabel: NSTextField!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override var representedObject: Any? {
didSet {
// Update the view, if already loaded.
}
}
#IBAction func SayHelloButtonClick(_ sender: Any) {
let name:String = namefiled.stringValue
let greeting:String = "Hello \(name)!"
Mylabel.stringValue = greeting
}
}

There's likely more than one way to do this, but subclassing NSTextField and using NSTextFieldDelegate to get text changes is one way. May be run in Terminal by copy/pasting the source code into a file named 'txtfld.swift' and then using the command line code given below.
/*
To run in Terminal: swiftc -framework Cocoa txtfld.swift -o txtfld && ./txtfld
*/
import Cocoa
var label: NSTextField!
class TextField: NSTextField, NSTextFieldDelegate {
func controlTextDidChange(_ obj: Notification){
label.stringValue = "Hello " + self.stringValue
}
}
var txtFld = TextField()
class ApplicationDelegate: NSObject, NSApplicationDelegate {
var window: NSWindow!
func buildMenu() {
let mainMenu = NSMenu()
NSApp.mainMenu = mainMenu
// **** App menu **** //
let appMenuItem = NSMenuItem()
mainMenu.addItem(appMenuItem)
let appMenu = NSMenu()
appMenuItem.submenu = appMenu
appMenu.addItem(withTitle: "Quit", action:#selector(NSApplication.terminate), keyEquivalent: "q")
}
func buildWnd() {
let _wndW:CGFloat = 400
let _wndH:CGFloat = 150
window = NSWindow(contentRect: NSMakeRect( 0, 0, _wndW, _wndH ), styleMask: [.titled, .closable, .miniaturizable], backing: .buffered, defer: false)
window.center()
window.title = "Swift Test Window"
window.makeKeyAndOrderFront(nil)
// **** Text Field Subclass **** //
txtFld = TextField (frame:NSMakeRect( 30, _wndH - 40, 120, 24 ))
window.contentView!.addSubview(txtFld)
txtFld.delegate = txtFld
// ***** Text Field as Label **** //
label = NSTextField (frame:NSMakeRect( 160, _wndH - 40, 180, 24 ))
window.contentView!.addSubview (label)
label.backgroundColor = NSColor.clear
label.isSelectable = false
label.isBordered = false
label.font = NSFont( name:"Lucida Grande", size:14 )
// === Quit btn === //
let quitBtn = NSButton (frame:NSMakeRect( _wndW - 50, 5, 40, 40 ))
quitBtn.bezelStyle = NSButton.BezelStyle.circular
quitBtn.title = "Q"
quitBtn.action = #selector(NSApplication.terminate)
window.contentView!.addSubview(quitBtn)
}
func applicationDidFinishLaunching(_ notification: Notification) {
buildMenu()
buildWnd()
}
func applicationShouldTerminateAfterLastWindowClosed(_ sender: NSApplication) -> Bool {
return true
}
}
let appDelegate = ApplicationDelegate()
let application = NSApplication.shared
application.setActivationPolicy(.regular)
application.delegate = appDelegate
application.activate(ignoringOtherApps:true)
application.run()

Related

Resign First Responder function in SKScene

I am trying to create a game that requires to create a textfield in SKScene. I have built the text field successfully, but bringing the keyboard down is the problem. This is my code so far.
import SpriteKit
import GameplayKit
import UIKit
class GameScene: SKScene {
var sceneFrame : CGRect = CGRect()
var textFieldFrame : CGRect = CGRect()
var textField : UITextField = UITextField()
var skView: SKView = SKView()
override func didMove(to view: SKView) {
sceneFrame = CGRect(origin: .zero, size: CGSize(width: 200, height: 200))
let scene = SKScene(size: sceneFrame.size)
scene.backgroundColor = UIColor.lightGray
textFieldFrame = CGRect(origin: .init(x: 100, y: 200), size: CGSize(width: 200, height: 30))
textField = UITextField(frame: textFieldFrame)
textField.backgroundColor = UIColor.white
textField.placeholder = "Phone Number"
textField.keyboardType = .numberPad
textField.resignFirstResponder()
self.view!.addSubview(textField)
self.view!.presentScene(scene)
// Where to put the textField.resignFirstResponder() ?
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
Any answers would be helpful.
The problem is you are not adding:
textfield.delegate = self
Then you could call the function:
func textFieldShouldReturn(textField: UITextField) -> Bool {
// Hides the keyboard
textField.resignFirstResponder()
return true
}
Declaring the delegate statement initiate the function textFieldShouldReturn.
Hope this helps :)

How to get a custom tab bar to display a tab bar item's selected image set in Xcode?

I've created a custom tab bar that is displaying tab bar items correctly. When I select a tab / icon the tab bar item's view controller is displayed but the icon does not change to the 'Selected image' icon i.e. the icons don't change when their view controller is being shown.
What am I doing wrong? How can I get the icons to update to the images that I've set on IB as the selected images?
Here is some of my code:
class CustomTabBarController: UITabBarController, CustomTabBarDataSource, CustomTabBarDelegate {
override func viewDidLoad() {
super.viewDidLoad()
self.tabBar.isHidden = true
let customTabBar = CustomTabBar(frame: self.tabBar.frame)
customTabBar.datasource = self
customTabBar.delegate = self
customTabBar.setup()
self.view.addSubview(customTabBar)
}
// MARK: - CustomTabBarDataSource
func tabBarItemsInCustomTabBar(_ tabBarView: CustomTabBar) -> [UITabBarItem] {
return tabBar.items!
}
// MARK: - CustomTabBarDelegate
func didSelectViewController(_ tabBarView: CustomTabBar, atIndex index: Int) {
self.selectedIndex = index
}
}
class CustomTabBar: UIView {
var tabBarItems: [UITabBarItem]!
var customTabBarItems: [CustomTabBarItem]!
var tabBarButtons: [UIButton]!
func setup() {
tabBarItems = datasource.tabBarItemsInCustomTabBar(self)
customTabBarItems = []
tabBarButtons = []
let containers = createTabBarItemContainers()
createTabBarItems(containers)
}
func createTabBarItems(_ containers: [CGRect]) {
var index = 0
for item in tabBarItems {
let container = containers[index]
let customTabBarItem = CustomTabBarItem(frame: container)
customTabBarItem.setup(item)
self.addSubview(customTabBarItem)
customTabBarItems.append(customTabBarItem)
let button = UIButton(frame: CGRect(x: 0, y: 0, width: container.width, height: container.height))
button.addTarget(self, action: #selector(CustomTabBar.barItemTapped(_:)), for: UIControlEvents.touchUpInside)
customTabBarItem.addSubview(button)
tabBarButtons.append(button)
index += 1
}
}
func barItemTapped(_ sender : UIButton) {
let index = tabBarButtons.index(of: sender)!
delegate.didSelectViewController(self, atIndex: index)
}
Change
class CustomTabBar: UIView {
to:
class CustomTabBar: UITabBar {
Then your custom tab bar will act like a tab bar!
Well I had a same kind of functionality and implemented with UITabBarController like this.
enum TabType:Int{
case viewController1 = 0
case viewController2 = 1
case viewController3 = 2
}
class CustomTabbarVC: UITabBarController {
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
convenience init(userType : UserType){
self.init()
addViewControllers()
setupOnInit()
let tabBar = self.tabBar
tabBar.selectionIndicatorImage = UIImage().createSelectionIndicator(UIColor(red: 22/255, green: 52/255, blue: 89/255, alpha: 1.0), size: CGSize(width: tabBar.frame.width/CGFloat(tabBar.items!.count), height: tabBar.frame.height), lineWidth: 3.0)
}
func setupOnInit(){
delegate = self
tabBar.barStyle = UIBarStyle.black
tabBar.isTranslucent = false
}
func addViewControllers(){
// We will add 3 controllers
let viewController1 = viewController1(nibName: “viewController1”, bundle: nil)
let viewController2 = viewController2(nibName: “viewController2”, bundle: nil)
let viewController3 = viewController3(nibName: “viewController3”, bundle: nil)
let viewController1Navigation = UINavigationController(rootViewController: viewController1)
viewController1Navigation.tabBarItem = getTabbarItem(.viewController1)
viewController1Navigation.tabBarItem.imageInsets = UIEdgeInsetsMake(6, 0, -6, 0)
let viewController2Navigation = UINavigationController(rootViewController: viewController2)
viewController2Navigation.tabBarItem = getTabbarItem(.viewController2)
viewController2Navigation.tabBarItem.imageInsets = UIEdgeInsetsMake(6, 0, -6, 0)
let viewController3Navigation = UINavigationController(rootViewController: viewController3)
viewController3Navigation.tabBarItem = getTabbarItem(.viewController3)
viewController3Navigation.tabBarItem.imageInsets = UIEdgeInsetsMake(6, 0, -6, 0)
viewControllers = [viewController1Navigation,viewController2Navigation,viewController3Navigation]
}
func getTabbarItem(_ tabType:TabType)->UITabBarItem{
// Fetch tab bar item and set image according to it.
var image = String()
var selectedImage = String()
if tabType == .viewController1{
image = “img_viewController1_tab_nonSelected”
selectedImage = “img_viewController1_tab_Selected”
}else if tabType == .viewController2{
image = “img_viewController2_tab_nonSelected”
selectedImage = “img_viewController2_tab_Selected”
}else if tabType == .viewController3{
image = “img_viewController3_tab_nonSelected”
selectedImage = “img_viewController3_tab_Selected”
}else{
print("Unknown tab type")
}
if let imageName:String = image,let selectedImageName:String = selectedImage{
return UITabBarItem(title: nil, image: UIImage(named: imageName)?.withRenderingMode(.alwaysOriginal), selectedImage: UIImage(named: selectedImageName)?.withRenderingMode(.alwaysOriginal))
}else{
return UITabBarItem()
}
}
}
extension UIImage {
func createSelectionIndicator(_ color: UIColor, size: CGSize, lineWidth: CGFloat) -> UIImage {
UIGraphicsBeginImageContextWithOptions(size, false, 0)
color.setFill()
UIRectFill(CGRect(x: 0, y: size.height - lineWidth, width: size.width, height: lineWidth))
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image!
}
}
How to implement in App delegate
class AppDelegate: UIResponder, UIApplicationDelegate{
var window: UIWindow?
var customTabbarVC: CustomTabbarVC?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
window = UIWindow(frame: UIScreen.main.bounds)
customTabbarVC = customTabbarVC() // It will invoke init methods of customtabbarvc
window?.rootViewController = customTabbarVC // Here your tab bar controller will setup
return true
}
// Other APP DELEGATE METHODS
}
Let me know if you have any questions..
For Changing image in your custom tab bar button after you click the button you need to write the code to change image in below function
func barItemTapped(_ sender : UIButton) {
}
similarly
func barItemTapped(_ sender : UIButton)
{
if sender.tag == 1
{
tabBarButtons.setImage(UIImage(named:"FirstImage.png"), forState: .Normal)
}
else
{
tabBarButtons.setImage(UIImage(named:"SecImage.png"), forState: .Normal)
}
}

How to create a NSTableview with custom viewcells

I tried many different ways to create a NSTableview with custom NSTableCellView but I could not make it work. The question is, how can I do that thing?
Here is the last thing I tried:
func tableView(tableView: NSTableView, viewForTableColumn tableColumn: NSTableColumn?, row: Int) -> NSView? {
var cellIdentifier: String = ""
if tableColumn == tableView.tableColumns[0] {
cellIdentifier = "CellID"
if let cell = tableView.makeViewWithIdentifier(cellIdentifier, owner: self ) as? MyTableCellView {
cell.identifier = cellIdentifier
// array is an array that contains NSView with layers with different colors
cell.myView = array[row]
return cell
}
}
return nil
}
After adding a label:
And the full code:
class ViewController: NSViewController, NSTableViewDelegate, NSTableViewDataSource {
override func viewDidLoad() {
super.viewDidLoad()
tableview.setDelegate(self)
tableview.setDataSource(self)
let view = NSView(frame: NSRect(x: 0, y: 0, width: 200, height: 200))
view.layer?.backgroundColor = NSColor.blueColor().CGColor
array.append(view)
let view2 = NSView(frame: NSRect(x: 0, y: 0, width: 200, height: 200))
view2.layer?.backgroundColor = NSColor.greenColor().CGColor
array.append(view2)
array2label.append("bu")
array2label.append("buu")
tableview.reloadData()
// Do any additional setup after loading the view.
}
override func viewWillAppear() {
//tableview.reloadData()
laView.layer?.backgroundColor = NSColor.greenColor().CGColor
}
#IBOutlet weak var laView: NSView!
#IBOutlet weak var tableview: NSTableView!
var array = [NSView]()
var array2label = [String]()// = ["bu","buu"]
func numberOfRowsInTableView(tableView: NSTableView) -> Int {
if (tableView.identifier == "Taula") {
return array.count
//return taulaGrafics.count
} else {
return 0
}
}
#IBOutlet weak var viewDeProva: NSView!
func tableView(tableView: NSTableView, viewForTableColumn tableColumn: NSTableColumn?, row: Int) -> NSView? {
print ( "Preparem la TableView" )
var cellIdentifier: String = ""
if tableColumn == tableView.tableColumns[0] {
cellIdentifier = "CellID"
if let cell = tableView.makeViewWithIdentifier(cellIdentifier, owner: self ) as? MyTableCellView {
print ( "aqui" )
print(array)
print(array2label)
cell.identifier = cellIdentifier
cell.myView = array[row]
cell.label.stringValue = array2label[row]
return cell
}
}
return nil
}
#IBAction func afegir(sender: NSButton) {
let view = NSView(frame: NSRect(x: 0, y: 0, width: 200, height: 200))
view.layer?.backgroundColor = NSColor.yellowColor().CGColor
array.append(view)
array2label.append("buLabel")
tableview.reloadData()
}
#IBAction func treure(sender: NSButton) {
array.removeLast()
tableview.reloadData()
}
}
if let cell = tableView.makeViewWithIdentifier(cellIdentifier, owner: self ) as? MyTableCellView {
print ( "aqui" )
print(array)
print(array2label)
cell.identifier = cellIdentifier
cell.myView = array[row]
cell.myView.wantsLayer = true
cell.label.stringValue = array2label[row]
return cell
}
With this changes the view show the color that is expected to be:
class ViewController: NSViewController, NSTableViewDelegate, NSTableViewDataSource {
override func viewDidLoad() {
super.viewDidLoad()
print("DidLoad")
tableview.setDelegate(self)
tableview.setDataSource(self)
}
override func viewWillAppear() {
print("WillAppear")
array.append(NSColor.blueColor().CGColor)
array2label.append("buIni")
tableview.reloadData()
laView.layer?.backgroundColor = NSColor.greenColor().CGColor
}
#IBOutlet weak var laView: NSView!
#IBOutlet weak var tableview: NSTableView!
var array = [CGColor]()
var array2label = [String]()
func numberOfRowsInTableView(tableView: NSTableView) -> Int {
if (tableView.identifier == "Taula") {
return array.count
//return taulaGrafics.count
} else {
return 0
}
}
#IBOutlet weak var viewDeProva: NSView!
func tableView(tableView: NSTableView, viewForTableColumn tableColumn: NSTableColumn?, row: Int) -> NSView? {
print ( "Preparem la TableView" )
var cellIdentifier: String = ""
if tableColumn == tableView.tableColumns[0] {
cellIdentifier = "CellID"
if let cell = tableView.makeViewWithIdentifier(cellIdentifier, owner: self ) as? MyTableCellView {
print ( "Here" )
print(array)
print(array2label)
cell.identifier = cellIdentifier
cell.myView.layer?.backgroundColor = array[row]
cell.label.stringValue = array2label[row]
return cell
}
}
return nil
}
#IBAction func afegir(sender: NSButton) {
let color = NSColor.yellowColor().CGColor
array.append(color)
array2label.append("buLabel")
tableview.reloadData()
}
#IBAction func treure(sender: NSButton) {
array.removeLast()
array2label.removeLast()
tableview.reloadData()
}
}
The problem was that the NSView inside the NSTableViewCell can't be replaced by another view, because what you do doing that is changing the prototype cell. So if you replace the view the NSTableViewCell doesn't recognize that NewView layer (I'm not sure 100% why). Looks like just some information is shared.
So, how can we pass info to the tableview cell? How can we show a layer there?? Well the answer is that just modifying the prototype cell NSTableCellView added on the interface builder or its subclass (like my case, see bellow the cell). Modifying its content, but not the NSView!, inside the viewForTableColumn function. See in this piece of code:
if let cell = tableView.makeViewWithIdentifier(cellIdentifier, owner: self ) as? MyTableCellView {
cell.identifier = cellIdentifier // that is to identify the cell
cell.myView.layer?.backgroundColor = array[row] // see that the array contains CGCOLORS not NSViews
// The program was not showing the colors because the
// view copied doesn't copy its layer, or at least
// doesn't show it.
// Even though, if you say: *******---This is incorrect:
cell.myView = arrayOfNSViews[row] //the program will
// crash when removing 2 rows, myView = nil !!!!.
// That is because when you remove the item of the array
// somehow you are removing myView too, because it make a
// copy or a reference to it (Not sure what exactly).
// Here continues the correct program: ******---
cell.label.stringValue = array2label[row]
return cell
}
Also see that in the textField case: cell.label.stringValue = array2label[row], you change the string value of the textfield, not the whole NSTextfield.
So guys remember and repeat my words: "I'm not going to change the view of the cell, just its properties". I just spend 4 days to find that...
Here is the NStableCellView promised:
class MyTableCellView: NSTableCellView {
#IBOutlet weak var myView: NSView!
#IBOutlet weak var label: NSTextField!
}
One Image of the view hierarchy:

Trying to unhide UITextView from behind keyboard

I am using the code below to unhide UITextFields. It works great until I try to unhide a UITextView. It crashes with an error of trying to unwrap a nil value. My question is what do I need to implement to make the UITextView unhide like the UITextFields? Or do I need to use something beside a UITextView to allow a paragraph style input?
class ViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var textField1: UITextField!
#IBOutlet weak var textField2: UITextField!
#IBOutlet weak var notesInput: UITextView!
#IBOutlet weak var scrollView: UIScrollView!
var activeTextField: UITextField!
// MARK: - View
override func viewDidLoad() {
super.viewDidLoad()
self.textField1.delegate = self
self.textField2.delegate = self
// self.textField3.delegate = self
// self.textField4.delegate = self
// self.textField5.delegate = self
}
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
self.registerForKeyboardNotifications()
}
override func viewWillDisappear(animated: Bool) {
super.viewWillDisappear(animated)
self.unregisterFromKeyboardNotifications()
}
// MARK: - Keyboard
// Call this method somewhere in your view controller setup code.
func registerForKeyboardNotifications() {
let center: NSNotificationCenter = NSNotificationCenter.defaultCenter()
center.addObserver(self, selector: "keyboardWasShown:", name: UIKeyboardDidShowNotification, object: nil)
center.addObserver(self, selector: "keyboardWillBeHidden:", name: UIKeyboardWillHideNotification, object: nil)
}
func unregisterFromKeyboardNotifications () {
let center: NSNotificationCenter = NSNotificationCenter.defaultCenter()
center.removeObserver(self, name: UIKeyboardDidShowNotification, object: nil)
center.removeObserver(self, name: UIKeyboardWillHideNotification, object: nil)
}
// Called when the UIKeyboardDidShowNotification is sent.
func keyboardWasShown (notification: NSNotification) {
let info : NSDictionary = notification.userInfo!
let kbSize = (info.objectForKey(UIKeyboardFrameBeginUserInfoKey)?.CGRectValue() as CGRect!).size
let contentInsets: UIEdgeInsets = UIEdgeInsetsMake(0.0, 0.0, kbSize.height, 0.0);
scrollView.contentInset = contentInsets;
scrollView.scrollIndicatorInsets = contentInsets;
// If active text field is hidden by keyboard, scroll it so it's visible
// Your app might not need or want this behavior.
var aRect = self.view.frame
aRect.size.height -= kbSize.height;
if (!CGRectContainsPoint(aRect, self.activeTextField.frame.origin) ) {
self.scrollView.scrollRectToVisible(self.activeTextField.frame, animated: true)
}
}
// Called when the UIKeyboardWillHideNotification is sent
func keyboardWillBeHidden (notification: NSNotification) {
let contentInsets = UIEdgeInsetsZero;
scrollView.contentInset = contentInsets;
scrollView.scrollIndicatorInsets = contentInsets;
}
// MARK: - Text Field
func textFieldDidBeginEditing(textField: UITextField) {
self.activeTextField = textField
}
func textFieldDidEndEditing(textField: UITextField) {
self.activeTextField = nil
}

How to open a new window with its own ViewController from AppDelegate in Swift

I have made a statusBar application with a drop down. I would like to open a settingsWindow from that dropdown. I have made the settings window with its own ViewController.
The issue is that i can't figure out how to instantiate and show the settingsWindow that i have made. I have tried to follow every thread on the internet without any success.
My Viewcontroller:
class SettingsViewController: NSViewController {
#IBOutlet var ipAddress: NSTextField!
#IBOutlet var port: NSTextField!
#IBAction func connect(sender: AnyObject) {}
override func viewDidLoad() {
super.viewDidLoad()
}
}
My AppDelegate:
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet var statusMenu: NSMenu!
var statusItem: NSStatusItem?
var tcpService: TcpService = TcpService()
func applicationDidFinishLaunching(aNotification: NSNotification?) {
let bar = NSStatusBar.systemStatusBar()
statusItem = bar.statusItemWithLength(20)
statusItem!.menu = statusMenu
statusItem!.image = NSImage(byReferencingFile: NSBundle.mainBundle().pathForResource("16*16", ofType: "png"))
statusItem!.highlightMode = true
tcpService.initOutputStream("192.168.1.1", Port: 8888)
}
func applicationWillTerminate(aNotification: NSNotification?) {
// Insert code here to tear down your application
}
#IBAction func openSettings(sender: AnyObject) {
// open settings for ip and port optional port
}
}
in swift 3:
var myWindow: NSWindow? = nil
let storyboard = NSStoryboard(name: "Main",bundle: nil)
let controller: EditorViewController = storyboard.instantiateController(withIdentifier: "editorViewController") as! ViewController
myWindow = NSWindow(contentViewController: controller)
myWindow?.makeKeyAndOrderFront(self)
let vc = NSWindowController(window: myWindow)
vc.showWindow(self)
For 2022
in your normal Main storyboard, tap to add a new window controller.
tap precisely on the red "X", then the blue circle, and then enter "ExampleID" at the green entry.
in your app's ordinary main view controller, add this
variable:
var otherWindow: NSWindowController?
function:
private func otherWindow() {
let sb = NSStoryboard(name: "Main", bundle: nil)
otherWindow = sb.instantiateController(
withIdentifier: "ExampleID") as! NSWindowController
otherWindow?.showWindow(self)
}
That's it.
Call otherWindow when you want to.
Problem:
Inevitably you will want to set up the otherWindow in a certain way, example, transparent, whatever. Unfortunately this is a whole topic in itself, but you do it like this:
private func otherWindow() {
... as above ...
otherWindow?.window?.ExampleSetup()
}
and then
extension NSWindow {
func ExampleSetup() {
self.styleMask = .borderless
self.collectionBehavior = [.fullScreenPrimary]
self.level = .floating
self.isMovable = false
self.titleVisibility = .hidden
// etc etc etc ..
guard let screen = self.screen ?? NSScreen.main else {
print("what the???")
return
}
self.setFrame(screen.frame, display: true)
// consider also .visibleFrame
}
}
enum Storyboards: String {
case main = "Main"
func instantiateVC<T>(_ identifier: T.Type) -> T? {
let storyboard = NSStoryboard(name: rawValue, bundle: nil)
guard let viewcontroller = storyboard.instantiateController(withIdentifier: String(describing: identifier)) as? T else { return nil}
return viewcontroller
}
}
var ssoLoginController: IDSSOLoginViewController?
var myWindow: NSWindow? = nil
ssoLoginController = Storyboards.main.instantiateVC(IDSSOLoginViewController.self)
myWindow = NSWindow(contentViewController: ssoLoginController!)
myWindow?.makeKeyAndOrderFront(self)
let vc = NSWindowController(window: myWindow)
vc.showWindow(self)
I am not 100% that I fully understand your problem, but assuming that you are using a storyboard (you should if you are starting fresh), adding few lines to your applicationDidFinishLaunching method will help:
var myWindow: NSWindow? = nil
let storyboard = NSStoryboard(name: "Main",bundle: nil)
let controller: SettingsViewController = storyboard?.instantiateControllerWithIdentifier("SettingsViewController") as SettingsViewController
myWindow = controller.window
myWindow?.makeKeyAndOrderFront(self)
Do not forget to set the Storyboard ID in IB (in the example above to SettingsViewController)!

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