NSResponder accepts events when acceptsFirstResponder is false? - macos

Why are the methods moveLeft() and moveRight() being called, I have turned off the first responder ability for the window controller? I haven't added any code in elsewhere, so I'm obviously missing something somewhere...
In the end I do want to accept events, but if I 'enable' them here and deal with overriding keyEvent(), it causes it to be handled twice and a choice being made twice.
import Cocoa
enum UserChoice {
case Left, Right
}
class MainWindowController: NSWindowController {
override func windowDidLoad() {
super.windowDidLoad()
}
override var windowNibName: String? {
return "MainWindowController"
}
override var acceptsFirstResponder: Bool {
return false
}
override func moveLeft(sender: AnyObject?) {
chooseImage(UserChoice.Left)
}
override func moveRight(sender: AnyObject?) {
chooseImage(UserChoice.Right)
}
func chooseImage(choice: UserChoice) {
print("choice made")
}
}
The only other file I have is AppDelegate.swift:
import Cocoa
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
var mainWindowController: MainWindowController!
func applicationDidFinishLaunching(notification: NSNotification) {
mainWindowController = MainWindowController()
mainWindowController.showWindow(self)
}
}
Any comments on my code are welcome too, I'm new to Swift/Cocoa so...

When your controller refuses to be first responder, it's still a responder, just not the first one. Another responder such as the window or a view within it can choose to pass the buck back up the responder chain.
I'm not clear on why you implemented moveLeft and moveRight if you don't want to handle them.

Related

NSWindow opens but buttons doesn't work and I cannot create IBOutlets

I have the following NSWindowController:
import Foundation
import Cocoa
extension NSImage.Name {
static let skyflokLogo = NSImage.Name("skyflokLogo")
}
class LoginWindowController: NSWindowController {
override func windowDidLoad() {
super.windowDidLoad()
}
#IBAction func cancelLogin(_ sender: NSButton) {
print("Jones")
}
#IBAction func confirmLogin(_ sender: NSButton) {
print("lol")
}
}
and I open the window like this:
static func loadLoginWindow() -> NSWindowController {
let win = LoginWindowController(windowNibName: NSNib.Name("LoginWindow"))
win.showWindow(self)
return win
}
And store it in the AppDelegate class:
#IBAction func loginFunction(_ sender: NSMenuItem) {
print("TEST")
testCtrl = UIHelpers.loadLoginWindow()
}
And components the window contains can be seen here:
My problem is that the window opens as it is supposed to, but my IBAction functions does not work and I cannot create IBOutlets by control dragging from the window. Can someone direct me to documentation or help me solve this?
You need to hold your LoginWindow (I personally recommend to append "Controller" to the class name) instance somewhere. Otherwise, the instance disappears as soon as loadLoginWindow() ended, and therefore IBActions cannot be performed.

Changing NSCursor for NSView above an NSTextView

Found a similar question to mine(this),
but my issues seems to be a bit more associated with view hierarchy.
I have a NSTextView, then as sibling views, several other NSViews on top of it.
Similar to the question linked above, I setup a tracking area, and applied the cursor as such:
class CursorChangingView: NSView {
override func updateTrackingAreas() {
let trackingArea = NSTrackingArea(rect:
}
override func cursorUpdate(event: NSEvent) {
NSCursor.arrowCursor().set()
}
}
It does seem to work when hovering, but immediately goes back to the IBeam Cursor, which is the default cursor for NSTextViews under this CursorChangingView.
Is this the proper way of applying changing the cursor when hovering over a certain NSView, and is the NSTextView under it overriding my overrriding?
All you need is to subclass a custom view, override awakeFromNib method, add the custom tracking area for [.mouseMoved, .activeAlways] events: NSTrackingArea Info there. There is no need to override resetCursorRects and/or updateTrackingAreas. All you need is to override mouseMoved method and set the desired cursor there:
Note about discardCursorRects method:
From the docs
You need never invoke this method directly
Xcode 9 • Swift 4
import Cocoa
class CursorChangingView: NSView {
override func awakeFromNib() {
addTrackingArea(NSTrackingArea(rect: bounds, options: [.activeAlways, .mouseMoved], owner: self, userInfo: nil))
wantsLayer = true
layer?.backgroundColor = NSColor.cyan.cgColor
layer?.borderColor = NSColor.black.cgColor
layer?.borderWidth = 1
}
#objc override func mouseMoved(with theEvent: NSEvent) {
NSCursor.pointingHand.set()
}
}
Sample
Thanks #Leo Dabus for your answer,
but I managed to solve it, so I will post my answer too.
In my case, for some reason, mouseEntered and mouseEntered did not work at all.
So here is my code that finally got it to work:
class CursorChangingView: NSView {
let trackingArea: NSTrackingArea?
func setupTracking() {
if self.trackingArea == nil {
self.trackingArea = NSTrackingArea(rect: self.bounds, options: NSTrackingAreaOptions.ActiveAlways | NSTrackingAreaOptions.MouseMoved | NSTrackingAreaOptions.CursorUpdate | NSTrackingAreaOptions.MouseEnteredAndExited | NSTrackingAreaOptions.ActiveInActiveApp, owner: self, userInfo: nil)
self.addTrackingArea(self.trackingArea!)
}
}
override func updateTrackingAreas() {
self.trackingArea = NSTrackingArea(rect: self.bounds, options: NSTrackingAreaOptions.ActiveAlways | NSTrackingAreaOptions.CursorUpdate | NSTrackingAreaOptions.MouseEnteredAndExited | NSTrackingAreaOptions.ActiveInActiveApp, owner: self, userInfo: nil)
self.addTrackingArea(self.trackingArea!)
}
override func resetCursorRects() {
self.discardCursorRects()
self.addCursorRect(self.bounds, cursor: NSCursor.arrowCursor())
}
override func mouseMoved(theEvent: NSEvent) {
NSCursor.arrowCursor().set()
}
}
It might be a little excessive, but worked, so will share this as my own solution.
A few important notes:
Be careful calling super on your mouseMoved or similar events, or the cursor might just get reset by the base class implementation.
Only reset your tracking area when the parent view size changes; if you try to do this by overriding layout() it's going to be happening all the time which is not great
Here's an example class that you can just use as a base class in your storyboards.
Swift 4 code:
import Cocoa
final class MouseTrackingTextView: NSTextView {
// MARK: - Lifecycle
override func awakeFromNib() {
setupTrackingArea()
}
// MARK: - Resizing
// Call this in your controller's `viewDidLayout`
// so it only gets called when the view resizes
func superviewResized() {
resetTrackingArea()
}
// MARK: - Mouse Events
override func resetCursorRects() {
addCursorRect(bounds, cursor: cursorType)
}
override func mouseMoved(with event: NSEvent) {
cursorType.set()
}
// MARK: - Private Properties
private var currentTrackingArea: NSTrackingArea?
private var cursorType: NSCursor {
return isEditable ? .iBeam : .pointingHand
}
// MARK: - Private API
private func setupTrackingArea() {
let trackingArea = NSTrackingArea(rect: bounds,
options: [.activeAlways, .mouseMoved],
owner: self, userInfo: nil)
currentTrackingArea = trackingArea
addTrackingArea(trackingArea)
}
private func resetTrackingArea() {
if let trackingArea = currentTrackingArea {
removeTrackingArea(trackingArea)
}
setupTrackingArea()
}
}

Execute callback when text changes inside a NSTextField in Swift

I have a NSTextField and I would like to execute a callback whenever the text inside it changes. The callback would be to enable a disabled "save" button at the bottom of the form.
What I managed to do so far is sub-class NSTextView in order to override textDidChange(notification)
import Cocoa
class MyTextField: NSTextField {
override func textDidChange(notification: NSNotification) {
super.textDidChange(notification)
}
}
After that, I didn't manage to execute a function inside my ViewController. I tried using NSNotificationCenter to trigger some kind of global event that I could catch inside the ViewController like so :
//MyTextField.swift
import Cocoa
class MyTextField: NSTextField {
override func textDidChange(notification: NSNotification) {
NSNotificationCenter.defaultCenter().postNotification(notification)
super.textDidChange(notification)
}
}
//ViewController.swift
import Cocoa
class ViewController: NSViewController {
override func viewDidLoad() {
super.viewDidLoad()
NSNotificationCenter.defaultCenter().addObserver(self, selector: "fieldTextDidChange:", name: "NSTextDidChangeNotification", object: nil)
}
override func viewDidAppear() {
super.viewDidAppear()
}
func fieldTextDidChange(notification: NSNotification) {
print(notification, appendNewline: true)
}
}
But I get a runtime error when typing inside the field : Thread 1: EXC_BAD_ACCESS (code=2, address=0x7fff5f3fff70) on the line that calls postNotification()
How can I manage to trigger a callback on text change of a NSTextField ?
EDIT
Sub-classing and sending a notification is silly as pointed out by matt. There is no need to sub-class the text field. Simply observing the NSTextDidChangeNotification is enough to react to the event I was looking for.
I had tested this but I was missing a colon at the end of the selector on top of this, so I thought it was not the correct method. It is indeed the correct method.
The reason you are crashing is that your selector is wrong. It should be selector: "fieldTextDidChange:" (notice the final colon).

Set Action Listener Programmatically in Swift

I saw some example codes that assign the same OnClick event to all the buttons in Android (even if they perform completely different action) . How can do it with Swift
Android Example:
#Override
public void onCreate(Bundle savedInstanceState) {
button1.setOnClickListener(onClickListener);
button2.setOnClickListener(onClickListener);
button3.setOnClickListener(onClickListener);
}
private OnClickListener onClickListener = new OnClickListener() {
#Override
public void onClick(View v) {
switch(v.getId()){
case R.id.button1:
//DO something
break;
case R.id.button2:
//DO something
break;
case R.id.button3:
//DO something
break;
}
}
};
Note: I don't want create the button programatically.
On iOS, you're not setting a listener; you add a target (an object) and an action (method signature, "selector" in iOS parlance) to your UIControl (which UIButton is a subclass of):
button1.addTarget(self, action: "buttonClicked:", for: .touchUpInside)
button2.addTarget(self, action: "buttonClicked:", for: .touchUpInside)
button3.addTarget(self, action: "buttonClicked:", for: .touchUpInside)
The first parameter is the target object, in this case self. The action is a selector (method signature) and there are basically two options (more on that later). The control event is a bit specific to the UIControl - .TouchUpInside is commonly used for tapping a button.
Now, the action. That's a method (the name is your choice) of one of the following formats:
func buttonClicked()
func buttonClicked(_ sender: AnyObject?)
To use the first one use "buttonClicked", for the second one (which you want here) use "buttonClicked:" (with trailing colon). The sender will be the source of the event, in other words, your button.
func buttonClicked(_ sender: AnyObject?) {
if sender === button1 {
// do something
} else if sender === button2 {
// do something
} else if sender === button3 {
// do something
}
}
(this assumes that button1, button2 and button3 are instance variables).
Instead of this one method with the big switch statement consider using separate methods for each button. Based on your specific use case either approach might be better:
func button1Clicked() {
// do something
}
func button2Clicked() {
// do something
}
func button3Clicked() {
// do something
}
Here, I'm not even using the sender argument because I don't need it.
P.S.: Instead of adding targets and actions programmatically you can do so in your Storyboard or nib file. In order to expose the actions you put IBAction in front of your function, e.g.:
#IBAction func button1Clicked() {
// do something
}
Swift 4.*
button.addTarget(self, action: #selector(didButtonClick), for: .touchUpInside)
And the button triggers this function:
#objc func didButtonClick(_ sender: UIButton) {
// your code goes here
}
An Swift 5 Extension Solution
Create A SwiftFile "SetOnClickListener.swift"
copy paste this code
import UIKit
class ClosureSleeve {
let closure: () -> ()
init(attachTo: AnyObject, closure: #escaping () -> ()) {
self.closure = closure
objc_setAssociatedObject(attachTo, "[\(arc4random())]", self, .OBJC_ASSOCIATION_RETAIN)
}
#objc func invoke() {
closure()
}
}
extension UIControl {
func setOnClickListener(for controlEvents: UIControl.Event = .primaryActionTriggered, action: #escaping () -> ()) {
let sleeve = ClosureSleeve(attachTo: self, closure: action)
addTarget(sleeve, action: #selector(ClosureSleeve.invoke), for: controlEvents)
}
}
How To use
for example buttonA is a UIButton
buttonA.setOnClickListener {
print("button A clicked")
}

Delegates in swift?

How does one go about making a delegate, i.e. NSUserNotificationCenterDelegate in swift?
Here's a little help on delegates between two view controllers:
Step 1: Make a protocol in the UIViewController that you will be removing/will be sending the data.
protocol FooTwoViewControllerDelegate:class {
func myVCDidFinish(_ controller: FooTwoViewController, text: String)
}
Step2: Declare the delegate in the sending class (i.e. UIViewcontroller)
class FooTwoViewController: UIViewController {
weak var delegate: FooTwoViewControllerDelegate?
[snip...]
}
Step3: Use the delegate in a class method to send the data to the receiving method, which is any method that adopts the protocol.
#IBAction func saveColor(_ sender: UIBarButtonItem) {
delegate?.myVCDidFinish(self, text: colorLabel.text) //assuming the delegate is assigned otherwise error
}
Step 4: Adopt the protocol in the receiving class
class ViewController: UIViewController, FooTwoViewControllerDelegate {
Step 5: Implement the delegate method
func myVCDidFinish(_ controller: FooTwoViewController, text: String) {
colorLabel.text = "The Color is " + text
controller.navigationController.popViewController(animated: true)
}
Step 6: Set the delegate in the prepareForSegue:
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "mySegue" {
let vc = segue.destination as! FooTwoViewController
vc.colorString = colorLabel.text
vc.delegate = self
}
}
And that should work. This is of course just code fragments, but should give you the idea. For a long explanation of this code you can go over to my blog entry here:
segues and delegates
If you are interested in what's going on under the hood with a delegate I did write on that here:
under the hood with delegates
Delegates always confused me until I realized that a delegate is just a class that does some work for another class. It's like having someone else there to do all the dirty work for you that you don't want to do yourself.
I wrote a little story to illustrate this. Read it in a Playground if you like.
Once upon a time...
// MARK: Background to the story
// A protocol is like a list of rules that need to be followed.
protocol OlderSiblingDelegate: class {
// The following command (ie, method) must be obeyed by any
// underling (ie, delegate) of the older sibling.
func getYourNiceOlderSiblingAGlassOfWater()
}
// MARK: Characters in the story
class BossyBigBrother {
// I can make whichever little sibling is around at
// the time be my delegate (ie, slave)
weak var delegate: OlderSiblingDelegate?
func tellSomebodyToGetMeSomeWater() {
// The delegate is optional because even though
// I'm thirsty, there might not be anyone nearby
// that I can boss around.
delegate?.getYourNiceOlderSiblingAGlassOfWater()
}
}
// Poor little sisters have to follow (or at least acknowledge)
// their older sibling's rules (ie, protocol)
class PoorLittleSister: OlderSiblingDelegate {
func getYourNiceOlderSiblingAGlassOfWater() {
// Little sis follows the letter of the law (ie, protocol),
// but no one said exactly how she had to respond.
print("Go get it yourself!")
}
}
// MARK: The Story
// Big bro is laying on the couch watching basketball on TV.
let bigBro = BossyBigBrother()
// He has a little sister named Sally.
let sally = PoorLittleSister()
// Sally walks into the room. How convenient! Now big bro
// has someone there to boss around.
bigBro.delegate = sally
// So he tells her to get him some water.
bigBro.tellSomebodyToGetMeSomeWater()
// Unfortunately no one lived happily ever after...
// The end.
In review, there are three key parts to making and using the delegate pattern.
the protocol that defines what the worker needs to do
the boss class that has a delegate variable, which it uses to tell the worker class what to do
the worker class that adopts the protocol and does what is required
Real life
In comparison to our Bossy Big Brother story above, delegates are often used for the following practical applications:
Communication: one class needs to send some information to another class.
Code example 1: sending data from one view controller to another
Code example 2: sending text input from a custom keyboard to a text field
Customization: one class wants to allow another class to customize it.
The great part is that these classes don't need to know anything about each other beforehand except that the delegate class conforms to the required protocol.
I highly recommend reading the following two articles. They helped me understand delegates even better than the documentation did.
What is Delegation? – A Swift Developer’s Guide
How Delegation Works – A Swift Developer’s Guide
One more note
Delegates that reference other classes that they do not own should use the weak keyword to avoid strong reference cycles. See this answer for more details.
It is not that different from obj-c.
First, you have to specify the protocol in your class declaration, like following:
class MyClass: NSUserNotificationCenterDelegate
The implementation will look like following:
// NSUserNotificationCenterDelegate implementation
func userNotificationCenter(center: NSUserNotificationCenter, didDeliverNotification notification: NSUserNotification) {
//implementation
}
func userNotificationCenter(center: NSUserNotificationCenter, didActivateNotification notification: NSUserNotification) {
//implementation
}
func userNotificationCenter(center: NSUserNotificationCenter, shouldPresentNotification notification: NSUserNotification) -> Bool {
//implementation
return true
}
Of course, you have to set the delegate. For example:
NSUserNotificationCenter.defaultUserNotificationCenter().delegate = self;
I got few corrections to post of #MakeAppPie
First at all when you are creating delegate protocol it should conform to Class protocol. Like in example below.
protocol ProtocolDelegate: class {
func myMethod(controller:ViewController, text:String)
}
Second, your delegate should be weak to avoid retain cycle.
class ViewController: UIViewController {
weak var delegate: ProtocolDelegate?
}
Last, you're safe because your protocol is an optional value. That means its "nil" message will be not send to this property. It's similar to conditional statement with respondToselector in objC but here you have everything in one line:
if ([self.delegate respondsToSelector:#selector(myMethod:text:)]) {
[self.delegate myMethod:self text:#"you Text"];
}
Above you have an obj-C example and below you have Swift example of how it looks.
delegate?.myMethod(self, text:"your Text")
Here's a gist I put together. I was wondering the same and this helped improve my understanding. Open this up in an Xcode Playground to see what's going on.
protocol YelpRequestDelegate {
func getYelpData() -> AnyObject
func processYelpData(data: NSData) -> NSData
}
class YelpAPI {
var delegate: YelpRequestDelegate?
func getData() {
println("data being retrieved...")
let data: AnyObject? = delegate?.getYelpData()
}
func processYelpData(data: NSData) {
println("data being processed...")
let data = delegate?.processYelpData(data)
}
}
class Controller: YelpRequestDelegate {
init() {
var yelpAPI = YelpAPI()
yelpAPI.delegate = self
yelpAPI.getData()
}
func getYelpData() -> AnyObject {
println("getYelpData called")
return NSData()
}
func processYelpData(data: NSData) -> NSData {
println("processYelpData called")
return NSData()
}
}
var controller = Controller()
DELEGATES IN SWIFT 2
I am explaining with example of Delegate with two viewControllers.In this case, SecondVC Object is sending data back to first View Controller.
Class with Protocol Declaration
protocol getDataDelegate {
func getDataFromAnotherVC(temp: String)
}
import UIKit
class SecondVC: UIViewController {
var delegateCustom : getDataDelegate?
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func backToMainVC(sender: AnyObject) {
//calling method defined in first View Controller with Object
self.delegateCustom?.getDataFromAnotherVC(temp: "I am sending data from second controller to first view controller.Its my first delegate example. I am done with custom delegates.")
self.navigationController?.popViewControllerAnimated(true)
}
}
In First ViewController Protocol conforming is done here:
class ViewController: UIViewController, getDataDelegate
Protocol method definition in First View Controller(ViewController)
func getDataFromAnotherVC(temp : String)
{
// dataString from SecondVC
lblForData.text = dataString
}
During push the SecondVC from First View Controller (ViewController)
let objectPush = SecondVC()
objectPush.delegateCustom = self
self.navigationController.pushViewController(objectPush, animated: true)
First class:
protocol NetworkServiceDelegate: class {
func didCompleteRequest(result: String)
}
class NetworkService: NSObject {
weak var delegate: NetworkServiceDelegate?
func fetchDataFromURL(url : String) {
delegate?.didCompleteRequest(result: url)
}
}
Second class:
class ViewController: UIViewController, NetworkServiceDelegate {
let network = NetworkService()
override func viewDidLoad() {
super.viewDidLoad()
network.delegate = self
network.fetchDataFromURL(url: "Success!")
}
func didCompleteRequest(result: String) {
print(result)
}
}
Very easy step by step (100% working and tested)
step1: Create method on first view controller
func updateProcessStatus(isCompleted : Bool){
if isCompleted{
self.labelStatus.text = "Process is completed"
}else{
self.labelStatus.text = "Process is in progress"
}
}
step2: Set delegate while push to second view controller
#IBAction func buttonAction(_ sender: Any) {
let secondViewController = self.storyboard?.instantiateViewController(withIdentifier: "secondViewController") as! secondViewController
secondViewController.delegate = self
self.navigationController?.pushViewController(secondViewController, animated: true)
}
step3: set delegate like
class ViewController: UIViewController,ProcessStatusDelegate {
step4: Create protocol
protocol ProcessStatusDelegate:NSObjectProtocol{
func updateProcessStatus(isCompleted : Bool)
}
step5: take a variable
var delegate:ProcessStatusDelegate?
step6: While go back to previous view controller call delegate method so first view controller notify with data
#IBAction func buttonActionBack(_ sender: Any) {
delegate?.updateProcessStatus(isCompleted: true)
self.navigationController?.popViewController(animated: true)
}
#IBAction func buttonProgress(_ sender: Any) {
delegate?.updateProcessStatus(isCompleted: false)
self.navigationController?.popViewController(animated: true)
}
Simple Example:
protocol Work: class {
func doSomething()
}
class Manager {
weak var delegate: Work?
func passAlong() {
delegate?.doSomething()
}
}
class Employee: Work {
func doSomething() {
print("Working on it")
}
}
let manager = Manager()
let developer = Employee()
manager.delegate = developer
manager.passAlong() // PRINTS: Working on it
Delegates are a design pattern that allows one object to send messages to another object when a specific event happens.
Imagine an object A calls an object B to perform an action. Once the action is complete, object A should know that B has completed the task and take necessary action, this can be achieved with the help of delegates!
Here is a tutorial implementing delegates step by step in swift 3
Tutorial Link
Here is real life delegate scenario
Lets make our own UITextField and UITextFieldDelegate
// THE MYSTERIOUS UITEXTFIELD
protocol UITextFieldDelegate {
func textFieldDidChange(_ textField: UITextField) -> Void
}
class UITextField {
var delegate: UITextFieldDelegate?
private var mText: String?
var text: String? {
get {
return mText
}
}
init(text: String) {
}
init() {
}
func setText(_ text: String) {
mText = text
delegate?.textFieldDidChange(self)
}
}
// HERE IS MY APP
class Main {
let textfield = UITextField()
func viewDidLoad() {
print("viewDidLoad")
textfield.delegate = self
textfield.setText("Hello")
}
}
extension Main: UITextFieldDelegate {
func textFieldDidChange(_ textField: UITextField) {
print(textField.text ?? "No string")
}
}
let main = Main()
main.viewDidLoad()
Here Simple Code Example of Delegate:
//MARK: - Protocol ShowResult
protocol ShowResult: AnyObject {
func show(value: Int)
}
//MARK: - MyOperation Class
class MyOperation {
weak var delegate: ShowResult?
func sum(fNumber: Int, sNumber: Int) {
delegate?.show(value: fNumber + sNumber)
}
}
//MARK: - ViewController Class
class ViewController: UIViewController,ShowResult {
var myOperation: MyOperation?
override func viewDidLoad() {
super.viewDidLoad()
loadMyOperation()
myOperation?.delegate = self
myOperation?.sum(fNumber: 100, sNumber: 20)
}
private func loadMyOperation() {
if myOperation == nil {
myOperation = MyOperation()
}
}
func show(value: Int) {
print("value: \(value)")
}
}
The solutions above seemed a little coupled and at the same time avoid reuse the same protocol in other controllers, that's why I've come with the solution that is more strong typed using generic type-erasure.
#noreturn public func notImplemented(){
fatalError("not implemented yet")
}
public protocol DataChangedProtocol: class{
typealias DataType
func onChange(t:DataType)
}
class AbstractDataChangedWrapper<DataType> : DataChangedProtocol{
func onChange(t: DataType) {
notImplemented()
}
}
class AnyDataChangedWrapper<T: DataChangedProtocol> : AbstractDataChangedWrapper<T.DataType>{
var base: T
init(_ base: T ){
self.base = base
}
override func onChange(t: T.DataType) {
base.onChange(t)
}
}
class AnyDataChangedProtocol<DataType> : DataChangedProtocol{
var base: AbstractDataChangedWrapper<DataType>
init<S: DataChangedProtocol where S.DataType == DataType>(_ s: S){
self.base = AnyDataChangedWrapper(s)
}
func onChange(t: DataType) {
base.onChange(t)
}
}
class Source : DataChangedProtocol {
func onChange(data: String) {
print( "got new value \(data)" )
}
}
class Target {
var delegate: AnyDataChangedProtocol<String>?
func reportChange(data:String ){
delegate?.onChange(data)
}
}
var source = Source()
var target = Target()
target.delegate = AnyDataChangedProtocol(source)
target.reportChange("newValue")
output: got new value newValue
In swift 4.0
Create a delegate on class that need to send some data or provide some functionality to other classes
Like
protocol GetGameStatus {
var score: score { get }
func getPlayerDetails()
}
After that in the class that going to confirm to this delegate
class SnakesAndLadders: GetGameStatus {
func getPlayerDetails() {
}
}
In swift 5
I am a beginner, I think this is easiest way to understand in practical scenario
Note:Any improvisations are most appreciated
protocol APIService {
func onSuccessResponse() -> AnyObject
func onFailureResponse() -> AnyObject
}
class APIHelper{
var delegate : APIService?
func postUsersDataAPI() {
//assuming API communication is success
if(success){
let _: AnyObject? = delegate?.onSuccessResponse()
}else if(failure){
let _: AnyObject? = delegate?.onFailureResponse()
}
}
func getAllUsersAPI() {
//assuming API communication is success
if(success){
let _: AnyObject? = delegate?.onSuccessResponse()
}else if(failure){
let _: AnyObject? = delegate?.onFailureResponse()
}
}
}
class ViewController:UIViewController,APIService {
func onSuccessResponse() -> AnyObject {
print("onSuccessResponse") as AnyObject
}
func onFailureResponse() -> AnyObject {
print("onFailureResponse") as AnyObject
}
#IBAction func clickBtnToPostUserData(_ sender: Any) {
let apiHelper = APIHelper()
apiHelper.delegate = self
apiHelper.postAPI()
}

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