I'm building an app using mostly SwiftUI, but I have to use a UIKit ViewController to interface with PencilKit. I'm using UIViewControllerRepresentable to interface between them.
So I have a ViewController which I'm using to set up the PencilKit part of my app, and inside it I have to set a PKToolPicker which depends on a UIResponder. To do so I have to write the following code:
canvasView = PKCanvasView(frame: view.bounds)
toolPicker.setVisible(true, forFirstResponder: canvasView)
canvasView.becomeFirstResponder()
This canvasView view I use here is the view which controls the drawing area, and you usually have to set it as a subview of the aforementioned ViewController. The issue is that in my case, this ViewController is nested inside a UIViewControllerRepresentable which is nested inside a SwiftUI View. So, I need to add this SwiftUI view as a second FirstResponder or else the PKTool disappears each time I run a gesture on an SwiftUI view, as canvasView stops being first responder.
So my question is how do I do this? How can I set up a SwiftUI view as a first responder? Couldn't find how to obtain a SwiftUI's UIResponder object though so I could add it as a FirstResponder, anyone know how to?
I'm not really clear about your particular problem, but I assumed that in your UIViewControllerRepresentable you have also
canvasView.becomeFirstResponder()
just before your
toolPicker.setVisible(true, forFirstResponder: canvasView)
I've been trying to build on a Cocoa app that uses Swift and Storyboard in Xcode 6, but how can I use NSToolbar there?
In Xcode 5 and xib, you can add NSToolbar from within Object Library to any .xib files and then click on the added toolbar to expand it and drag and drop a connection from any items there to a AppDelegate.h file. In this way you can create a IBAction or IBOutlet connection. I confirmed that this can also be done if you use Swift and non-storyboard in Xcode 6. However, it looks like this is not the case in Xcode 6 and Storyboard environment.
I first created a project that uses Storyboard in Xcode 6, but then, I wasn't able to add a NSToolbar from within Object Library to a View Controller in Storyboard. So I added it to Window Controller's Window object in Storyboard. However, in this way I cannot create those connections from any items in the expanded toolbar to either AppDelegate.swift or ViewController.swift.
So my question is:
Is it feasible to create a storyboard app that uses NSToolbar?
If it is feasible, is the addition of NSToolbar to the Window Controller the proper way to use NSToolBar in Storyboard?
Finally, how can I create #IBOutlet and #IBAction connections there?
UPDATE
I found that the accepted answer by #GeorgeVillasboas only works for #IBAction. I am still looking for how to create an #IBOutlet connection...
I had this very same problem.
The solution works for both Objective-C and Swift projects.
Working with Storyboards on OSX, it creates an instance of NSWindow and segues to another NSViewController as its Window Content Segue, as you described.
On your ViewController, create a standard IBAction to receive the action when the toolbar is clicked. To wire it up with the NSToolbar, just control-drag (or leftClick-drag) from your NSToolbarItem to the FirstResponder object, as shown on the picture below.
This will open a HUGE list of available connections. Your IBAction will be on that list.
Just selected it and you're good to go.
Hope this helps!
Here's an answer that doesn't rely on run-time hook-ups - #cdalvaro's answer gets most of the way there for some applications, but isn't full, and it requires the ViewController to know about the artificial NSWindowController, which doesn't feel right.
Like #cdalvaro, the first step is to build your own subclass of NSWindowController, and to set the Storyboard WC to that class. You can then create all of your connections to and from the NSToolbar (both #IBOutlets & #IBActions) in the new WindowController. So far so good.
The last step, which I haven't seen anywhere else, is how to refer to the ViewController in the WindowController - you can't create an #IBOutlet to it - for the same reasons that we got here in the first place - you can't create references across scenes in the Storyboard. However, the WindowController must have a reference to the ViewController, and it does... self.window!.contentViewController! as! ViewController
Here's a complete WindowController with a checkbox that sets values in the ViewController, without the ViewController having to know anything...
class MyWindowController: NSWindowController {
var viewController: ViewController {
get {
return self.window!.contentViewController! as! ViewController
}
}
#IBOutlet weak var aSwitch: NSButton!
#IBAction func toolbarActionA(sender: AnyObject) {
println("toolbarActionA")
self.viewController.a = !self.viewController.a
self.aSwitch.state = self.viewController.a ? NSOnState : NSOffState
}
}
This helped me for the IBOutlet solution you are looking for:
https://stackoverflow.com/a/27555237/3398062
Update (explanation)
I discovered this thread because I was trying to create a Circular Progress Indicator inside the toolbar and I didn't know how to animate it from the ViewController since the IBOutlet was declared inside a custom WindowController.
Finally, I found the post that I have added above which describes how to access to IBOutlets from other classes.
In essence what I have done is the following:
Create a custom NSWindowController subclass (CustomWindowController) for the Window Controller so I can add the IBOutlet for the ProgressIndicator:
Code Example:
#interface CustomWindowController : NSWindowController
#property (weak) IBOutlet NSProgressIndicator *progressIndicator;
#end
Then in the ViewController class, in the method I want to use to update the state of the Progress Indicator, I create and object of the custom Window Controller.
Code Example:
CustomWindowController *customWindowController = self.view.window.windowController;`
Finally, to change the state of the Progress Indicator there is only to call the method from the created custom object.
Code Example:
[customWindowController.progressIndicator startAnimation:sender];
or
[customWindowController.progressIndicator stopAnimation:sender];
This video helped me how to create a toolbar without writing a single line of code: https://www.youtube.com/watch?v=XSQocHG3IjA
You can add the 'Window Controller' item from the Object Library (if you don't have one), connect to a View Controller (where you want your toolbar to display) and follow the video! For custom Toolbar buttons add 'Image Button' item to the Toolbar just by dragging from the Object Library. Then you can pick an image for a button, set the size and so on...
Here is a general solution for the outlets and actions. it allows you to preform all the the same functions as an iboutlet would for a tool bar item and also allows you to set the button to a function instead of creating an ibaction. hope it helps :P
override func viewDidLayout() {
var x = self.view.window?.toolbar?.items[1].label
println(x)
if(self.view.window?.toolbar?.items[0].label! != "Check")
{
toobarediting()
}
println("didlay")
}
func toobarediting() {
self.view.window?.toolbar?.insertItemWithItemIdentifier("Check", atIndex: 0)
}
func toolbarcheck(functiontoset: Selector) {
var y = self.view.window?.toolbar?.items[0] as NSToolbarItem
y.action = functiontoset
if(functiontoset != nil)
{
y.enabled = true
}
}
Here is a link to my question attempting to get a cleaner answer
http://www.stackoverflow.com/questions/27371439/use-nstoolbar-outlet-xcode-6-and-storyboard/27374449
but it looks like from the answers i have gotten so far this is the best option.
The same problem of IBOutlets also applies to KVO. One of the features of the NSSplitViewController is the canCollapse property for each split view item which supports KVO, but this is unusable in IB just like IBOutlets.
The only workaround I can see is to add a NSObjectController to each scene and when the scene loads, set the object controller's object to the object in the other scene (already loaded) that you want to reference.
I have a UIViewController embedded in a UINavigationController. The rootViewController now contains already some buttons as leftBarButtonItems.
Now when I push a new UIViewController on top of the UINavigationController I want the new UIViewController to keep the existing leftBarButtonItems extended with the Back-Button.
Right now the situations is as follows: When I push the new UIViewController then the existing leftBarButtonItems disappear and only the Back-Button is visible.
Each UIViewController has it's own "navigationItem" property, which acts as the navigation bar representation for that viewcontroller. When you add buttons to the navigationItem of a particular UIViewController they are limited in scope to the viewcontroller to which they were added, and they don't persist into other viewcontrollers.
Basically, you'll have to add the buttons to the navigationItem of each viewcontroller as it loads. You can make this simpler by writing adding a method to do this work to a class other than your UIViewControllers. What happens when you touch each button might be viewcontroller specific though, so you'll have to think through how touch actions will be fed back to the relevant viewcontroller. Perhaps introduce some kind of NavigationBarDelegate protocol or something?
I found what seems like a hacky way to get around this when pushing multiple instances of the same view controller on to a detail view controller which I assume would work similarly. Before pushing the new view controller I used this: (browser is my new view controller)
self.browser.navigationItem setLeftBarButtonItem:self.detailViewController.navigationItem.leftBarButtonItem animated:YES]; // Sets popover view controller button.
[self.detailViewController.navigationController pushViewController:self.browser animated:YES];
This probably isn't a good way to do it but it seems to work in my situation.
A little background. i have two viewControllers each with their own objects, but i would like to put them into one viewController Scene.
In my ViewController2, there is an IBOutlet UIImageView *drawImage which is supposed to be connected to a UIImageView in the one viewController Scene which is ViewController1's view controller scene.
In the only view controller scene, this UIImageView is embeded on a View(lets call it View2) which belongs to the ViewController2 and in that controller is all the code responsible for recognising the finger strokes.
This View2 that i previously mentioned is sitting in another bigger View(lets call this View1). So it is like View2 in View1(main).
View1 = ViewController1 and the second smaller View2 = ViewController2.
Two different ViewControllers(.h & .m), 1 View Controller Scene in storyboard.
Any idea how i can achieve it?
I think the answer I gave here will work for you. A container view is used to load your two different views. You can put the code in a method which is called when you recognize gestures or button presses or whatever.
What exactly is the point of adding a UIViewController in IB? There is no way to add code like you can if you create a viewController in Xcode? And if you can what is the advantage of doing it in IB.
And isn't the whole point of a MVC to seperate code into "modular" parts so why would add a ViewController in IB
Sometimes all you need is a UIViewController. But most times you would create a UIViewController subclass of your own (in IB).