I am attempting to present a sheet configuration view (AddSoundEffect) for my main window/view controller (I'm using storyboards), and when the configuration view controller is dismissed, take the values entered in the AddSoundEffect view and pass that back to the main view. My current code in the main view controller:
presentViewControllerAsSheet(self.storyboard!.instantiateControllerWithIdentifier("AddSoundEffect") as! AddSoundViewController
And in the AddSoundViewController.swift file, the code to dismiss it is:
self.dismissViewController(self)
To pass the data, I have a class-independent tuple that I save data to. How do I add a completion handler to presentViewControllerAsSheet, and (optionally) is there a better way to pass the data between view controllers?
Setup: Xcode version 6.4, OS X 10.10.4
Delegation pattern is the easiest way for you.
// Replace this with your tuple or whatever data represents your sound effect
struct SoundEffect {}
protocol AddSoundViewControllerDelegate: class {
func soundViewController(controller: AddSoundViewController, didAddSoundEffect: SoundEffect)
}
//
// Let's say this controller is a modal view controller for adding new sound effects
//
class AddSoundViewController: UIViewController {
weak var delegate: AddSoundViewControllerDelegate?
func done(sender: AnyObject) {
// Dummy sound effect info, replace it with your own data
let soundEffect = SoundEffect()
//
// Call it whenever you would like to inform presenting view controller
// about added sound effect (in case of Done, Add, ... button tapped, do not call it
// when user taps on Cancel to just dismiss AddSoundViewController)
//
self.delegate?.soundViewController(self, didAddSoundEffect: soundEffect)
// Dismiss self
self.dismissViewControllerAnimated(true, completion: {})
}
}
//
// Let's say this controller is main view controller, which contains list of all sound effects,
// with button to add new sound effect via AddSoundViewController
//
class SoundEffectsViewController: UIViewController, AddSoundViewControllerDelegate {
func presentAddSoundEffectController(sender: AnyObject) {
if let addSoundController = self.storyboard?.instantiateViewControllerWithIdentifier("AddSoundEffect") as? AddSoundViewController {
addSoundController.delegate = self
self.presentViewController(addSoundController, animated: true, completion: {})
}
}
func soundViewController(controller: AddSoundViewController, didAddSoundEffect: SoundEffect) {
// This method is called only when new sound effect is added
}
}
Another way is to use closures:
// Replace this with your tuple or whatever data represents your sound effect
struct SoundEffect {}
//
// Let's say this controller is a modal view controller for adding new sound effects
//
class AddSoundViewController: UIViewController {
var completionHandler: ((SoundEffect) -> ())?
func done(sender: AnyObject) {
// Dummy sound effect info, replace it with your own data
let soundEffect = SoundEffect()
//
// Call it whenever you would like to inform presenting view controller
// about added sound effect (in case of Done, Add, ... button tapped, do not call it
// when user taps on Cancel to just dismiss AddSoundViewController)
//
self.completionHandler?(soundEffect)
// Dismiss self
self.dismissViewControllerAnimated(true, completion: {})
}
}
//
// Let's say this controller is main view controller, which contains list of all sound effects,
// with button to add new sound effect via AddSoundViewController
//
class SoundEffectsViewController: UIViewController {
func presentAddSoundEffectController(sender: AnyObject) {
if let addSoundController = self.storyboard?.instantiateViewControllerWithIdentifier("AddSoundEffect") as? AddSoundViewController {
addSoundController.completionHandler = { [weak self] (soundEffect) -> () in
// Called when new sound effect is added
}
self.presentViewController(addSoundController, animated: true, completion: {})
}
}
}
Or many other ways like sending notification, ... Whatever suits your needs. But delegation pattern or closures is the best way to go in this specific case.
I missed that your question is about NSViewController. This example is for iOS, but same pattern can be used on OS X without any issues.
The easiest way to detect sheet opening or closing is to use the Sheet Notifications:
class ViewController: NSViewController, NSWindowDelegate {
override func viewDidLoad(){
NSApplication.sharedApplication().windows.first?.delegate = self
}
func windowDidEndSheet(notification: NSNotification) {
}
func windowWillBeginSheet(notification: NSNotification) {
}
}
Related
I'm exploring tvOS and I found that Apple offers nice set of templates written using TVML. I'd like to know if a tvOS app that utilises TVML templates can also use UIKit.
Can I mix UIKit and TVMLKit within one app?
I found a thread on Apple Developer Forum but it does not fully answer this question and I am going through documentation to find an answer.
Yes, you can. Displaying TVML templates requires you to use an object that controls the JavaScript Context: TVApplicationController.
var appController: TVApplicationController?
This object has a UINavigationController property associated with it. So whenever you see fit, you can call:
let myViewController = UIViewController()
self.appController?.navigationController.pushViewController(myViewController, animated: true)
This allows you to push a Custom UIKit viewcontroller onto the navigation stack. If you want to go back to TVML Templates, just pop the viewController off of the navigation stack.
If what you would like to know is how to communicate between JavaScript and Swift, here is a method that creates a javascript function called pushMyView()
func createPushMyView(){
//allows us to access the javascript context
appController?.evaluateInJavaScriptContext({(evaluation: JSContext) -> Void in
//this is the block that will be called when javascript calls pushMyView()
let pushMyViewBlock : #convention(block) () -> Void = {
() -> Void in
//pushes a UIKit view controller onto the navigation stack
let myViewController = UIViewController()
self.appController?.navigationController.pushViewController(myViewController, animated: true)
}
//this creates a function in the javascript context called "pushMyView".
//calling pushMyView() in javascript will call the block we created above.
evaluation.setObject(unsafeBitCast(pushMyViewBlock, AnyObject.self), forKeyedSubscript: "pushMyView")
}, completion: {(Bool) -> Void in
//done running the script
})
}
Once you call createPushMyView() in Swift, you are free to call pushMyView() in your javascript code and it will push a view controller onto the stack.
SWIFT 4.1 UPDATE
Just a few simple changes to method names and casting:
appController?.evaluate(inJavaScriptContext: {(evaluation: JSContext) -> Void in
and
evaluation.setObject(unsafeBitCast(pushMyViewBlock, to: AnyObject.self), forKeyedSubscript: "pushMyView" as NSString)
As mentioned in the accepted answer, you can call pretty much any Swift function from within the JavaScript context. Note that, as the name implies, setObject:forKeyedSubscript: will also accept objects (if they conform to a protocol that inherits from JSExport) in addition to blocks, allowing you to access methods and properties on that object. Here's an example
import Foundation
import TVMLKit
// Just an example, use sessionStorage/localStorage JS object to actually accomplish something like this
#objc protocol JSBridgeProtocol : JSExport {
func setValue(value: AnyObject?, forKey key: String)
func valueForKey(key: String) -> AnyObject?
}
class JSBridge: NSObject, JSBridgeProtocol {
var storage: Dictionary<String, String> = [:]
override func setValue(value: AnyObject?, forKey key: String) {
storage[key] = String(value)
}
override func valueForKey(key: String) -> AnyObject? {
return storage[key]
}
}
Then in your app controller:
func appController(appController: TVApplicationController, evaluateAppJavaScriptInContext jsContext: JSContext) {
let bridge:JSBridge = JSBridge();
jsContext.setObject(bridge, forKeyedSubscript:"bridge");
}
Then you can do this in your JS: bridge.setValue(['foo', 'bar'], "baz")
Not only that, but you can override views for existing elements, or define custom elements to use in your markup, and back them with native views:
// Call lines like these before you instantiate your TVApplicationController
TVInterfaceFactory.sharedInterfaceFactory().extendedInterfaceCreator = CustomInterfaceFactory()
// optionally register a custom element. You could use this in your markup as <loadingIndicator></loadingIndicator> or <loadingIndicator /> with optional attributes. LoadingIndicatorElement needs to be a TVViewElement subclass, and there are three functions you can optionally override to trigger JS events or DOM updates
TVElementFactory.registerViewElementClass(LoadingIndicatorElement.self, forElementName: "loadingIndicator")
Quick custom element example:
import Foundation
import TVMLKit
class LoadingIndicatorElement: TVViewElement {
override var elementName: String {
return "loadingIndicator"
}
internal override func resetProperty(resettableProperty: TVElementResettableProperty) {
super.resetProperty(resettableProperty)
}
// API's to dispatch events to JavaScript
internal override func dispatchEventOfType(type: TVElementEventType, canBubble: Bool, cancellable isCancellable: Bool, extraInfo: [String : AnyObject]?, completion: ((Bool, Bool) -> Void)?) {
//super.dispatchEventOfType(type, canBubble: canBubble, cancellable: isCancellable, extraInfo: extraInfo, completion: completion)
}
internal override func dispatchEventWithName(eventName: String, canBubble: Bool, cancellable isCancellable: Bool, extraInfo: [String : AnyObject]?, completion: ((Bool, Bool) -> Void)?) {
//...
}
}
And here's how to set up a custom interface factory:
class CustomInterfaceFactory: TVInterfaceFactory {
let kCustomViewTag = 97142 // unlikely to collide
override func viewForElement(element: TVViewElement, existingView: UIView?) -> UIView? {
if (element.elementName == "title") {
if (existingView != nil) {
return existingView
}
let textElement = (element as! TVTextElement)
if (textElement.attributedText!.length > 0) {
let label = UILabel()
// Configure your label here (this is a good way to set a custom font, for example)...
// You can examine textElement.style or textElement.textStyle to get the element's style properties
label.backgroundColor = UIColor.redColor()
let existingText = NSMutableAttributedString(attributedString: textElement.attributedText!)
label.text = existingText.string
return label
}
} else if element.elementName == "loadingIndicator" {
if (existingView != nil && existingView!.tag == kCustomViewTag) {
return existingView
}
let view = UIImageView(image: UIImage(named: "loading.png"))
return view // Simple example. You could easily use your own UIView subclass
}
return nil // Don't call super, return nil when you don't want to override anything...
}
// Use either this or viewForElement for a given element, not both
override func viewControllerForElement(element: TVViewElement, existingViewController: UIViewController?) -> UIViewController? {
if (element.elementName == "whatever") {
let whateverStoryboard = UIStoryboard(name: "Whatever", bundle: nil)
let viewController = whateverStoryboard.instantiateInitialViewController()
return viewController
}
return nil
}
// Use this to return a valid asset URL for resource:// links for badge/img src (not necessary if the referenced file is included in your bundle)
// I believe you could use this to cache online resources (by replacing resource:// with http(s):// if a corresponding file doesn't exist (then starting an async download/save of the resource before returning the modified URL). Just return a file url for the version on disk if you've already cached it.
override func URLForResource(resourceName: String) -> NSURL? {
return nil
}
}
Unfortunately, view/viewControllerForElement: will not be called for all elements. Some of the existing elements (like collection views) will handle the rendering of their child elements themselves, without involving your interface factory, which means you'll have to override a higher level element, or maybe use a category/swizzling or UIAppearance to get the effect you want.
Finally, as I just implied, you can use UIAppearance to change the way certain built-in views look. Here's the easiest way to change the appearance of your TVML app's tab bar, for example:
// in didFinishLaunching...
UITabBar.appearance().backgroundImage = UIImage()
UITabBar.appearance().backgroundColor = UIColor(white: 0.5, alpha: 1.0)
If you already have a native UIKit app for tvOS, but would like to extend it by using TVMLKit for some part of it, You can.
Use the TVMLKit as a sub app in your native tvOS app. The following app shows how to do this, by retaining the TVApplicationController and present the navigationController from the TVApplicationController. The TVApplicationControllerContext is used to transfer data to the JavaScript app, as the url is transferred here :
class ViewController: UIViewController, TVApplicationControllerDelegate {
// Retain the applicationController
var appController:TVApplicationController?
static let tvBaseURL = "http://localhost:9001/"
static let tvBootURL = "\(ViewController.tvBaseURL)/application.js"
#IBAction func buttonPressed(_ sender: UIButton) {
print("button")
// Use TVMLKit to handle interface
// Get the JS context and send it the url to use in the JS app
let hostedContContext = TVApplicationControllerContext()
if let url = URL(string: ViewController.tvBootURL) {
hostedContContext.javaScriptApplicationURL = url
}
// Save an instance to a new Sub application, the controller already knows what window we are running so pass nil
appController = TVApplicationController(context: hostedContContext, window: nil, delegate: self)
// Get the navigationController of the Sub App and present it
let navc = appController!.navigationController
present(navc, animated: true, completion: nil)
}
Yes. See the TVMLKit Framework, whose docs start with:
The TVMLKit framework enables you to incorporate JavaScript and TVML files in your binary apps to create client-server apps.
From a quick skim of those docs, it looks like you use the various TVWhateverFactory classes to create UIKit views or view controllers from TVML, after which you can insert them into a UIKit app.
I have a NSWindow, on which i apply this:
window.styleMask = window.styleMask | NSFullSizeContentViewWindowMask
window.titleVisibility = NSWindowTitleVisibility.Hidden;
window.titlebarAppearsTransparent = true;
I then add a NSView behind the titlebar to simulate a bigger one.
Now it looks like this:
I want to be able to move the window, by dragging the light-blue view. I have already tried to subclass NSView and always returning true for mouseDownCanMoveWindow using this code:
class LSViewD: NSView {
override var mouseDownCanMoveWindow:Bool {
get {
return true
}
}
}
This didn't work.
After some googling i found this INAppStoreWindow on GitHub. However it doesn't support OS X versions over 10.9, so it's completely useless for me.
Edit1
This is how it looks in the Interface Builder.
How can i move the window, by dragging on this NSView?
None of the answers here worked for me. They all either don't work at all, or make the whole window draggable (note that OP is not asking for this).
Here's how to actually achieve this:
To make a NSView control the window with it's drag events, simply subclass it and override the mouseDown as such:
class WindowDragView: NSView {
override public func mouseDown(with event: NSEvent) {
window?.performDrag(with: event)
}
}
That's it. The mouseDown function will transfer further event tracking to it's parent window.
No need for window masks, isMovableByWindowBackground or mouseDownCanMoveWindow.
Try setting the window's movableByWindowBackground property to true.
There are two ways to do this. The first one would be to set the NSTexturedBackgroundWindowMask as well as the windows background color to the one of your view. This should work.
Otherwise you can take a look at this Sample Code
I somehow managed to solve my problem, i don't really know how, but here are some screenshots.
In the AppDelegate file where i edit the properties of my window, i added an IBOutlet of my contentView. This IBOutlet is a subclass of NSView, in which i've overriden the variable mouseDownCanMoveWindow so it always returns false.
I tried this before in only one file, but it didn't work. This however solved the problem.
Thanks to Ken Thomases and Max for leading me into the right direction.
Swift3.0 Version
override func viewDidAppear() {
//for hide the TitleBar
self.view.window?.styleMask = .borderless
self.view.window?.titlebarAppearsTransparent = true
self.view.window?.titleVisibility = .hidden
//for Window movable with NSView
self.view.window?.isMovableByWindowBackground = true
}
Swift 3:
I needed this but dynamically. It's a little long but well worth it (IMHO).
So I decided to enable this only while the command key is down. This is achieved by registering a local key handler in the delegate:
// MARK:- Local key monitor
var localKeyDownMonitor : Any? = nil
var commandKeyDown : Bool = false {
didSet {
let notif = Notification(name: Notification.Name(rawValue: "commandKeyDown"),
object: NSNumber(booleanLiteral: commandKeyDown))
NotificationCenter.default.post(notif)
}
}
func keyDownMonitor(event: NSEvent) -> Bool {
switch event.modifierFlags.intersection(.deviceIndependentFlagsMask) {
case [.command]:
self.commandKeyDown = true
return true
default:
self.commandKeyDown = false
return false
}
}
which is enabled within the delegate startup:
func applicationDidFinishLaunching(_ aNotification: Notification) {
// Watch local keys for window movenment, etc.
localKeyDownMonitor = NSEvent.addLocalMonitorForEvents(matching: NSEventMask.flagsChanged) { (event) -> NSEvent? in
return self.keyDownMonitor(event: event) ? nil : event
}
}
and its removal
func applicationWillTerminate(_ aNotification: Notification) {
// Forget key down monitoring
NSEvent.removeMonitor(localKeyDownMonitor!)
}
Note that when the commandKeyDown value is changed by the key down handler. This value change is caught by the didset{} to post a notification. This notification is registered by any view you wish to have its window so moved - i.e., in the view delegate
override func viewDidLoad() {
super.viewDidLoad()
// Watch command key changes
NotificationCenter.default.addObserver(
self,
selector: #selector(ViewController.commandKeyDown(_:)),
name: NSNotification.Name(rawValue: "commandKeyDown"),
object: nil)
}
and discarded when the viewWillDisappear() (delegate) or the window controller windowShouldClose(); add this
<your-view>.removeObserver(self, forKeyPath: "commandKeyDown")
So sequence goes like this:
key pressed/release
handler called
notification posted
The view's window isMovableByWindowBackground property is changed by notification - placed within view controller / delegate or where you registered the observer.
internal func commandKeyDown(_ notification : Notification) {
let commandKeyDown : NSNumber = notification.object as! NSNumber
if let window = self.view.window {
window.isMovableByWindowBackground = commandKeyDown.boolValue
Swift.print(String(format: "command %#", commandKeyDown.boolValue ? "v" : "^"))
}
}
Remove the tracer output when happy. See it in action in SimpleViewer on github.
I want to know how you allow an action to be made by either pressing the return key on the software keyboard or by tapping a UIButton.
The UI button is already set up to perform an IBAction.
How do I also allow users to press the return key on the keyboard to perform the same action?
Make sure your class extends the UITextFieldDelegate protocol
SomeViewControllerClass : UIViewController, UITextFieldDelegate
You can perform action as follows:
override func viewDidLoad() {
super.viewDidLoad()
self.textField.delegate = self
}
func textFieldShouldReturn(textField: UITextField) -> Bool {
//textField code
textField.resignFirstResponder() //if desired
performAction()
return true
}
func performAction() {
//action events
}
UPDATE
If your deployment target is iOS 9.0 or later, you can connect the “Primary Action Triggered” event of your text field to an action, like this:
ORIGINAL
Make your view controller adopt the UITextFieldDelegate protocol.
Set your text field's delegate to your view controller.
Implement textFieldShouldReturn: to call your action.
Swift 4.2 :
Other approach for the textfield created programmatically and doesn't need delegate :
MyTextField.addTarget(self, action: #selector(MyTextFielAction)
, for: UIControl.Event.primaryActionTriggered)
And then perform your action like below :
func MyTextFielAction(textField: UITextField) {
//YOUR CODE can perform same action as your UIButton
}
If your deployment target is iOS 9.0 or later, you can connect the “Primary Action Triggered” event of your text field to an action, like this:
I was not able to get the "Primary Action Triggered" to work as suggested. I used "Editing Did End" and that works for now Screenshot of Editing Did End
Here is a complete example, with both:
button-action to write and also to clear label and text when pressing button repeatedly it alternates both actions
return-in-keyboard when pressing key it triggers action and also resigns first responder
class ViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var textField1: UITextField!
#IBOutlet weak var label1: UILabel!
var buttonHasBeenPressed = false
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
textField1.delegate = self
}
#IBAction func buttonGo(_ sender: Any) {
performAction()
}
func textFieldShouldReturn(_ textField: UITextField) -> Bool {
textField.resignFirstResponder()
performAction()
return true
}
func performAction() {
buttonHasBeenPressed = !buttonHasBeenPressed
if buttonHasBeenPressed == true {
label1.text = textField1.text
} else {
textField1.text = ""
label1.text = ""
}
}
}
I have been looking for an answer for this, but have only found answers for segues.
I have viewController1 with a button that segues to viewController2. There is no code for this, I set it up through Interface builder. On viewController2 I have a button that dismisses itself with
self.dismissViewControllerAnimated(true, completion, nil)
I want to pass a string from viewController2 back to viewController1 when the view is dismissed. How do I go about doing this? Also, I am using swift.
Thanks in advance!
There are two common patterns, both of which eliminate the need for viewController2 to know explicitly about viewController1 (which is great for maintainability):
Create a delegate protocol for your for viewController2 and set viewController1 as the delegate. Whenever you want to send data back to viewController1, have viewController2 send the "delegate" the data
Setup a closure as a property that allows passing the data. viewController1 would implement that closure on viewController2 when displaying viewController2. Whenever viewController2 has data to pass back, it would call the closure. I feel that this method is more "swift" like.
Here is some example code for #2:
class ViewController2 : UIViewController {
var onDataAvailable : ((data: String) -> ())?
func sendData(data: String) {
// Whenever you want to send data back to viewController1, check
// if the closure is implemented and then call it if it is
self.onDataAvailable?(data: data)
}
}
class ViewController1 : UIViewController {
func doSomethingWithData(data: String) {
// Do something with data
}
override func prepareForSegue(segue: UIStoryboardSegue!, sender: AnyObject!) {
// When preparing for the segue, have viewController1 provide a closure for
// onDataAvailable
if let viewController = segue.destinationViewController as? ViewController2 {
viewController.onDataAvailable = {[weak self]
(data) in
if let weakSelf = self {
weakSelf.doSomethingWithData(data)
}
}
}
}
}
I used the code from the first answer in a transition between controllers WITHOUT prepareForSegue and worked for me as well.
Here's the sample code.
The First View Controller:
#IBAction func dpAgendaClick(sender:UIBarButtonItem) {
///instantiating view controller with identifier
if let datePickerViewController = storyboard?.instantiateViewControllerWithIdentifier("DatePickerViewController")
as? DatePickerViewController {
///bring instantiated view controller to front
self.presentViewController(datePickerViewController, animated: true, completion: nil)
///wrapping the data returned
datePickerViewController.onDataFiltroAvailable = {[weak self]
(dataFiltro) in
if let weakSelf = self {
///use dataFiltro here
}
}
The second View Controller:
var onDataFiltroAvailable: ((dataFiltro: String) -> ())?
///private var
var dataFiltro: String = ""
///the returning data is obtained on the datePickerChanged event
#IBAction func datePickerChanged(sender: UIDatePicker) {
let dateFormatter = NSDateFormatter()
dateFormatter.dateStyle = NSDateFormatterStyle.ShortStyle
dateFormatter.dateFormat = "yyyy-MM-dd"
dataFiltro = dateFormatter.stringFromDate(datePicker.date)
}
///dismiss the controller on button click
#IBAction func dpOkClick(sender: UIButton) {
///"returning" the data
self.onDataFiltroAvailable?(dataFiltro: dataFiltro)
dismissViewControllerAnimated(true, completion: nil)
}
(Swift 2.1, Xcode 7, iOS9)
If you don't want it to be tightly coupled only between 2 ViewControllers,
You can also use the Notification Design Pattern (Post & Observe), which is mainly used to pass on the same object/information from one VC to multiple View Controllers.
For your scenario :
In VC2.swift :
#IBAction func BackBtn(sender: UIButton) {
NSNotificationCenter.defaultCenter().postNotificationName("ThisIsTheMessage", object: nil, userInfo:["ObjectBeingSent":yourObject])
}
And in VC1.swift :
override func viewDidLoad() {
super.viewDidLoad()
NSNotificationCenter.defaultCenter().addObserver(self, selector: Selector("yourFunction:"), name: "ThisIsTheMessage", object: nil)
}
func yourFunction(theNotification : NSNotification) {
if let extractInfo = theNotification.userInfo {
//code to use the object sent from VC2, by extracting the object details
}
}
Common Practise is:
Pass data forward -> Use PrepareForSegue
Pass data backward to the previous View Controller-> Protocol and Delegation
Pass data across multiple View Controllers -> Notifications : Post and Observe(observe in all the View controllers where you are using the object details)
I have a very simple application that contains a WebView. This webview loads an HTML5 app and it takes some time while the content is being built inside the webview.
I would like to show a progress bar until the content finishes loading and show the webview when the content is ready. It takes roughly 10 seconds.
??
Swift 2.2
override func viewDidLoad() {
super.viewDidLoad()
webView.frameLoadDelegate = self
webView.addObserver(self, forKeyPath: "estimatedProgress", options: .New, context: nil) // add observer for key path
}
/// Observer listening for progress changes
override func observeValueForKeyPath(keyPath: String?, ofObject object: AnyObject?, change: [String : AnyObject]?, context: UnsafeMutablePointer<Void>) {
if (keyPath == "estimatedProgress") { // listen to changes and updated view
if self.webView.estimatedProgress == 0 { return }
// All UI operations always in main thread
dispatch_async(dispatch_get_main_queue(), {
// *100 because progressIndicator in Mac OS wants values from 0 to 100
self.progressIndicator.doubleValue = self.webView.estimatedProgress * 100
})
}
}
/// Hide progress indicator on finish
func webView(sender: WebView!, didFinishLoadForFrame frame: WebFrame!) {
dispatch_async(dispatch_get_main_queue(), { self.progressIndicator.hidden = true })
}
/// Show progress indicator on start page loading
func webView(sender: WebView!, didStartProvisionalLoadForFrame frame: WebFrame!) {
dispatch_async(dispatch_get_main_queue(), { self.progressIndicator.hidden = false })
}
Swift 3
override func viewWillAppear() {
super.viewWillAppear()
webView.addObserver(self, forKeyPath: "estimatedProgress", options: .new, context: nil)
}
override func observeValue(forKeyPath keyPath: String?, of object: Any?, change: [NSKeyValueChangeKey : Any]?, context: UnsafeMutableRawPointer?) {
if (keyPath == "estimatedProgress") { // listen to changes and updated view
DispatchQueue.main.async {
// Here you can do set your actions on progress update
// E.g.: someProgressBar.doubleValue = self.webView.estimatedProgress * 100
}
}
}
override func viewWillDisappear() {
super.viewWillDisappear()
webView.removeObserver(self, forKeyPath: "estimatedProgress")
}
Full solution
I've created Swift 3 Cocoa code snippet with NSViewController with embedded WKWebViewController and NSProgressIndicator so you can look at live example.
You need to create a class that conforms to the WebFrameLoadDelegate protocol and set it as the delegate for your WebView.
Delegates in Cocoa are its callback pattern. You make a class that conforms to a protocol, implementing the required messages and whatever optional messages you need, add that class as a delegate to the main class, in your case the WebView, and your delegate gets messages whenever things happen in the main class.
From your delegate you could create a timer that repeats ever 1/10th of a second and sends the main WebView the message - (double)estimatedProgress to update your progress bar. Once the view is loaded invalidate the timer and remove the progress bar.
WebKit posts WebViewProgressEstimateChangedNotification and friends to give you this information