UIKeyboardAnimationDurationUserInfoKey returns extremely small value - xcode

func keyboardWillShow(notification:NSNotification){
let userInfo = notification.userInfo
let keyboardFrame = userInfo?[UIKeyboardFrameEndUserInfoKey] as NSValue
let keyboardSize = keyboardFrame.CGRectValue().size
let animationDurationValue = userInfo?[UIKeyboardAnimationDurationUserInfoKey] as NSValue
var animationDuration : NSTimeInterval = 0
animationDurationValue.getValue(&animationDuration)
self.keyboardDelegate?.keyboardWillShowWithSize(keyboardSize, andDuration: animationDuration)
}
In my program, I try to reposition my view when keyboard appears using the function above. With the same way of getting keyboard animation duration in my objective-c code. This one gives me the following status:
duration 5.18065378653631e-315
This is an abnormally small value. Where have I done wrong? Please help!
EDIT: For complete code:
import Foundation
import UIKit
#objc protocol LPKeyboardViewControllerDelegate {
func keyboardWillShowWithSize(size:CGSize, andDuration duration:NSTimeInterval)
func keyboardWillHideWithSize(size:CGSize,andDuration duration:NSTimeInterval)
}
/**
This view controller will move up its view when a keyboard appears in its view
*/
class LPKeyboardViewController: UIViewController {
var keyboardDelegate: LPKeyboardViewControllerDelegate?
// MARK: - Lifecycle
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWillShow:", name: UIKeyboardWillShowNotification, object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWillHide:", name: UIKeyboardWillHideNotification, object: nil)
println("Start listening to keyboard")
}
func keyboardWillShow(notification:NSNotification){
let userInfo = notification.userInfo
let keyboardFrame = userInfo?[UIKeyboardFrameEndUserInfoKey] as NSValue
let keyboardSize = keyboardFrame.CGRectValue().size
let animationDurationValue = userInfo?[UIKeyboardAnimationDurationUserInfoKey] as NSValue
var animationDuration : NSTimeInterval = 0
animationDurationValue.getValue(&animationDuration)
self.keyboardDelegate?.keyboardWillShowWithSize(keyboardSize, andDuration: animationDuration)
}
func keyboardWillHide(notification:NSNotification){
let userInfo = notification.userInfo
let keyboardFrame = userInfo?[UIKeyboardFrameEndUserInfoKey] as NSValue
let keyboardSize = keyboardFrame.CGRectValue().size
let animationDurationValue = userInfo?[UIKeyboardAnimationDurationUserInfoKey] as NSNumber
var animationDuration : NSTimeInterval = animationDurationValue.doubleValue
self.keyboardDelegate?.keyboardWillHideWithSize(keyboardSize, andDuration: animationDuration)
}
}

The docs state that the object for this key is an NSNumber so you don't have to jump through the hoops you are you can just do
let animationDurationValue = userInfo?[UIKeyboardAnimationDurationUserInfoKey] as NSNumber
let animationDuration = animationDurationValue.doubleValue

Related

Creating a Scroll View Protocol in swift 2.2

I am currently developing an iOS application with login and sign up forms. To make sure that the keyboard does not cover any UITextFields I've implemented the following solution provided by Apple and discussed in this issue.
To briefly sum it up, this solution uses a UIScrollView in which the different UI elements are placed and UIKeyboardDidShowNotification and UIKeyboardDidHideNotification to move the elements up and down when the keyboard appears/disappears so that the UITextFields aren't hidden.
This works like a charm except for one thing: for all my UIViewControllers I have to repeat the same code. To tackle my problem I have tried:
to create a base UIViewController, providing an implementation for the different functions, that can be subclasses by the other UIViewControllers;
to use a protocol and a protocol extension to provide a default implementation for the different functions and make my UIViewControllers conform to it.
Both solutions didn't solve my problem. For the first solution, I wasn't able to connect the UIScrollView of my base class through the Interface Builder although it was declared.
#IBOutlet weak var scrollView: UIScrollView!
When trying to implement the second solution, the UIViewController implementing my protocol somehow did not recognise the declared methods and their implementations.
The protocol declaration:
protocol ScrollViewProtocol {
var scrollView: UIScrollView! { get set }
var activeTextField: UITextField? { get set }
func addTapGestureRecognizer()
func singleTapGestureCaptured()
func registerForKeyboardNotifications()
func deregisterForKeyboardNotifications()
func keyboardWasShown(notification: NSNotification)
func keyboardWillBeHidden(notification: NSNotification)
func setActiveTextField(textField: UITextField)
func unsetActiveTextField()
}
The protocol extension implements all functions expect for the addTapGestureRecognizer() as I would like to avoid using #objc:
extension ScrollViewProtocol where Self: UIViewController {
// The implementation for the different functions
// as described in the provided links expect for the following method
func registerFromKeyboardNotifications() {
NSNotificationCenter.defaultCenter().addObserverForName(UIKeyboardDidShowNotification, object: nil, queue: nil, usingBlock: { notification in
self.keyboardWasShown(notification)
})
NSNotificationCenter.defaultCenter().addObserverForName(UIKeyboardDidHideNotification, object: nil, queue: nil, usingBlock: { notification in
self.keyboardWillBeHidden(notification)
})
}
}
Does anyone have a good solution to my problem, knowingly how could I avoid repeating the code related to moving the UITextFields up and down when the keyboard appears/disappears? Or does anyone know why my solutions did not work?
I found a solution. I'll post it in case someone once to do the same thing.
So, I ended up deleting the UIScrollView outlet in my base class and replacing it with a simple property that I set in my inheriting classes. The code for my base class look as follow:
import UIKit
class ScrollViewController: UIViewController, UITextFieldDelegate {
// MARK: Properties
var scrollView: UIScrollView!
var activeTextField: UITextField?
// MARK: View cycle
override func viewDidLoad() {
super.viewDidLoad()
let singleTap = UITapGestureRecognizer(target: self, action: #selector(singleTapGestureCaptured))
scrollView.addGestureRecognizer(singleTap)
}
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
registerForKeyboardNotifications()
}
override func viewWillDisappear(animated: Bool) {
super.viewWillDisappear(animated)
deregisterFromKeyboardNotifications()
}
// MARK: Gesture recognizer
func singleTapGestureCaptured(sender: AnyObject) {
view.endEditing(true)
}
// MARK: Keyboard management
func registerForKeyboardNotifications() {
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(keyboardWasShown), name: UIKeyboardWillShowNotification, object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(keyboardWillBeHidden), name: UIKeyboardWillHideNotification, object: nil)
}
func deregisterFromKeyboardNotifications() {
NSNotificationCenter.defaultCenter().removeObserver(self, name: UIKeyboardWillShowNotification, object: nil)
NSNotificationCenter.defaultCenter().removeObserver(self, name: UIKeyboardWillHideNotification, object: nil)
}
func keyboardWasShown(notification: NSNotification) {
scrollView.scrollEnabled = true
let info : NSDictionary = notification.userInfo!
let keyboardSize = (info[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.CGRectValue().size
let contentInsets : UIEdgeInsets = UIEdgeInsetsMake(0.0, 0.0, keyboardSize!.height, 0.0)
scrollView.contentInset = contentInsets
scrollView.scrollIndicatorInsets = contentInsets
var aRect : CGRect = self.view.frame
aRect.size.height -= keyboardSize!.height
if let activeFieldPresent = activeTextField {
if (!CGRectContainsPoint(aRect, activeFieldPresent.frame.origin)) {
scrollView.scrollRectToVisible(activeFieldPresent.frame, animated: true)
}
}
}
func keyboardWillBeHidden(notification: NSNotification) {
let info : NSDictionary = notification.userInfo!
let keyboardSize = (info[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.CGRectValue().size
let contentInsets : UIEdgeInsets = UIEdgeInsetsMake(0.0, 0.0, -keyboardSize!.height, 0.0)
scrollView.contentInset = contentInsets
scrollView.scrollIndicatorInsets = contentInsets
view.endEditing(true)
scrollView.scrollEnabled = false
}
// MARK: Text field management
func textFieldDidBeginEditing(textField: UITextField) {
activeTextField = textField
}
func textFieldDidEndEditing(textField: UITextField) {
activeTextField = nil
}
}
And here is the inheriting class code:
class ViewController: ScrollViewController {
#IBOutlet weak var scrollViewOutlet: UIScrollView! {
didSet {
self.scrollView = self.scrollViewOutlet
}
}
// Your view controller functions
}
I hope this will help!

How to update label in Second ViewController with information from First ViewController every second

I have an app that has two ViewControllers. On the first there is a count of current speed in realtime through CLLocationManager. Also there is a label that shows current speed with update by timer (NSTimer). In second ViewController there is another Label, where this current speed has to be shown too. It shows it, but don't update. I tried to set second timer (different ways: in first VC, in second VC - there is always was an error or just nothing).
Will be grateful for help, thanks!
First VC
import UIKit
import MapKit
import CoreLocation
class ViewController: UIViewController, CLLocationManagerDelegate {
#IBOutlet weak var mapView: MKMapView!
#IBOutlet weak var currentSpeedLabel: UILabel!
var manager = CLLocationManager()
var currentSpeed: CLLocationSpeed = CLLocationSpeed()
var timer = NSTimer()
override func viewDidLoad() {
super.viewDidLoad()
mapView.mapType = MKMapType.Hybrid
trackingMe()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
#IBAction func HUDMapView(sender: AnyObject) {
speedCount()
}
#IBAction func findMe(sender: AnyObject) {
trackingMe()
}
func locationManager(manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
let userLocation: CLLocation = locations[0] as CLLocation
manager.stopUpdatingLocation()
let location = CLLocationCoordinate2D(latitude: userLocation.coordinate.latitude, longitude: userLocation.coordinate.longitude)
let span = MKCoordinateSpanMake(0.05, 0.05)
let region = MKCoordinateRegion(center: location, span: span)
mapView.setRegion(region, animated: true)
}
func trackingMe() {
manager.delegate = self
manager.desiredAccuracy = kCLLocationAccuracyBest
manager.requestWhenInUseAuthorization()
manager.startUpdatingLocation()
mapView.showsUserLocation = true
currentSpeedUpdate()
}
func currentSpeedUpdate() {
timer = NSTimer.scheduledTimerWithTimeInterval(0.5, target: self, selector: Selector("speedCount"), userInfo: nil, repeats: true)
}
func speedCount() {
currentSpeed = manager.location!.speed
currentSpeedLabel.text = String(format: "%.0f km/h", currentSpeed * 3.6)
}
override func prepareForSegue(segue: (UIStoryboardSegue!), sender: AnyObject!) {
let speedController = segue.destinationViewController as! speedViewController
currentSpeed = manager.location!.speed
speedController.showSpeed = currentSpeedLabel.text
}
}
Second VC
import UIKit
class speedViewController: UIViewController {
#IBOutlet weak var secondSpeedLabel: UILabel!
var showSpeed: String!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
secondSpeedLabel.text = showSpeed
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func back(sender: AnyObject) {
self.dismissViewControllerAnimated(true, completion: nil)
}
}
Project Link
You could use a Singleton to hold the LocationManager. Then you can access it from all over your app. When you move to a second VC you can either change the delegate to the second VC or just get the needed data manually.
Remember that a delegate can only point to one "receiver". Changing the delegate will stop updates in the first VC. but since it is now a Singleton you can also store information in there about past locations / speeds. When dismissing the second VC get the stored data and update.
This will keep running until you call stop()
The code was simplified a bit to illustrate the idea.
VC Code:
import UIKit
import CoreLocation
class ViewController: UIViewController, TrackerDelegate {
override func viewDidLoad() {
super.viewDidLoad()
Tracker.shared.delegate = self
Tracker.shared.start()
}
func speedUpdate(speed: CLLocationSpeed) {
print(speed)
}
}
Singleton Code:
import UIKit
import MapKit
import CoreLocation
class Tracker: NSObject, CLLocationManagerDelegate {
static var shared = Tracker()
private var manager = CLLocationManager()
private var timer = NSTimer()
var region : MKCoordinateRegion?
var currentSpeed: CLLocationSpeed = CLLocationSpeed()
weak var delegate : TrackerDelegate?
private override init() {
super.init()
manager.delegate = self
manager.requestWhenInUseAuthorization()
}
internal func locationManager(manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
manager.stopUpdatingLocation()
let userLocation: CLLocation = locations[0] as CLLocation
let coordinates2D = CLLocationCoordinate2D(latitude: userLocation.coordinate.latitude, longitude: userLocation.coordinate.longitude)
let span = MKCoordinateSpanMake(0.05, 0.05)
region = MKCoordinateRegion(center: coordinates2D, span: span)
currentSpeed = userLocation.speed
guard let del = delegate else {
return
}
del.speedUpdate(currentSpeed)
}
func start() {
manager.desiredAccuracy = kCLLocationAccuracyBest
manager.startUpdatingLocation()
timer = NSTimer.scheduledTimerWithTimeInterval(0.5, target: self, selector: Selector("loopUpdate"), userInfo: nil, repeats: true)
}
func stop() {
timer.invalidate()
}
internal func loopUpdate() {
// restart updating
manager.startUpdatingLocation()
}
}
Delegate for the Singleton:
Add more functions, or more values to the current function to get more feedback.
protocol TrackerDelegate : class {
func speedUpdate(speed:CLLocationSpeed)
}

observing contentSize (CGSize) with KVO in swift

I'm trying to observering collectionView.contentSize like this :
func startObserveCollectionView() {
collectionView.addObserver(self, forKeyPath: "contentSize", options: NSKeyValueObservingOptions.Old.union(NSKeyValueObservingOptions.New), context: &SearchDasboardLabelContext)
}
override func observeValueForKeyPath(keyPath: String?, ofObject object: AnyObject?, change: [String : AnyObject]?, context: UnsafeMutablePointer<Void>) {
if context == &SearchDasboardLabelContext {
if object === collectionView && keyPath! == "contentSize" {
print(change)
}
}
}
and in xcode terminal I got a NSSize not CGSize like this :
Optional(["old": NSSize: {320, 0}, "new": NSSize: {375, 39.5}, "kind": 1])
In objective-c I used method CGSizeValue
CGSize newContentSize = [[change objectForKey:NSKeyValueChangeNewKey] CGSizeValue];
Is there any method like CGSizeValue in swift
I have tried in swift var newContentSize = change[NSKeyValueChangeNewKey]?.CGSizeValue() but got error
could not find member 'CGSizeValue'
need help anyone? Thanks
With Swift 4, you can cast the result of the change dictionary for the key NSKeyValueChangeKey.newKey as being of type CGSize:
if let size = change?[NSKeyValueChangeKey.newKey] as? CGSize {
/* ... */
}
The following UIViewController implementation shows how to set a KVO stack in order to observe the changes of the contentSize property of any UIScrollView subclass (e.g UITextView):
import UIKit
private var myContext = 0
class ViewController: UIViewController {
#IBOutlet weak var textView: UITextView!
/* ... */
override func viewDidLoad() {
super.viewDidLoad()
textView.addObserver(self, forKeyPath: #keyPath(UITextView.contentSize), options: [NSKeyValueObservingOptions.new], context: &myContext)
}
override func observeValue(forKeyPath keyPath: String?, of object: Any?, change: [NSKeyValueChangeKey : Any]?, context: UnsafeMutableRawPointer?) {
if context == &myContext,
keyPath == #keyPath(UITextView.contentSize),
let contentSize = change?[NSKeyValueChangeKey.newKey] as? CGSize {
print("contentSize:", contentSize)
}
}
deinit {
textView.removeObserver(self, forKeyPath: #keyPath(UITextView.contentSize))
}
}
Note that with Swift 4, as an alternative to addObserver(_:, forKeyPath:, options:, context:) and observeValue(forKeyPath:, of:, change:, context:), you can use observe(_:, options:, changeHandler:) in order to track your UIScrollView subclass contentSize property changes:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var textView: UITextView!
var observer: NSKeyValueObservation?
/* ... */
override func viewDidLoad() {
super.viewDidLoad()
let handler = { (textView: UITextView, change: NSKeyValueObservedChange<CGSize>) in
if let contentSize = change.newValue {
print("contentSize:", contentSize)
}
}
observer = textView.observe(\UITextView.contentSize, options: [NSKeyValueObservingOptions.new], changeHandler: handler)
}
}
Are you on iOS? Because I am, I did the same thing and arrived at the same question; why NSSize? Maybe that's just the xcode terminal playing a trick on us.
Anyway, you can cast it to an NSValue then you will be able to use CGSizeValue:
if let zeChange = change as? [NSString: NSValue] {
let oldSize = zeChange[NSKeyValueChangeOldKey]?.CGSizeValue()
let newSize = zeChange[NSKeyValueChangeNewKey]?.CGSizeValue()
}
There's a simpler and arguably swiftier alternative.
You can subclass UICollectionViewLayout (or any of its subclasses, like UICollectionViewFlowLayout) and override a computed property collectionViewContentSize. By calling super you'll get the contentSize of your collection and be able to delegate this value back to your code.
So you'll have something like this:
protocol FlowLayoutDelegate: class {
func collectionView(_ collectionView: UICollectionView?, didChange contentSize: CGSize)
}
class FlowLayout: UICollectionViewFlowLayout {
weak var delegate: FlowLayoutDelegate?
override var collectionViewContentSize: CGSize {
let contentSize = super.collectionViewContentSize
delegate?.collectionView(collectionView, didChange: contentSize)
return contentSize
}
}
Check out this example code:
if context == ApprovalObservingContext{
if let theChange = change as? [NSString: Bool]{
var newContentSize = change[NSKeyValueChangeNewKey]?.CGSizeValue()
}
}
This is not giving any error.

Adding IBOutlets to Other Class Files in Swift?

I'm trying to build an application in Swift for OS X (With Xcode 6.1 GM) that is a MenuBar agent with a single window for preferences.
Though I've been able to get most of my menubar functionality working, it all exists in the AppDelegate and looks pretty messy.
import Cocoa
import AppKit
import Foundation
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
var downloadClass = DownloadController()
#IBOutlet weak var window: NSWindow!
#IBOutlet weak var downloadButton: NSButton!
#IBOutlet weak var subredditField: NSTextField!
#IBOutlet weak var nsfwMarked: NSButton!
#IBOutlet weak var sortFilter: NSPopUpButton!
var statusBar = NSStatusBar.systemStatusBar()
var statusBarItem : NSStatusItem = NSStatusItem()
var menu: NSMenu = NSMenu()
var subSort: NSMenu = NSMenu()
override func awakeFromNib() {
//Add statusBarItem
statusBarItem = statusBar.statusItemWithLength(-1)
statusBarItem.menu = menu
let icon = NSImage(named: "arrow16black")
statusBarItem.image = icon
var downloadItem: NSMenuItem = NSMenuItem()
downloadItem.title = "Download"
downloadItem.action = Selector("downloadPressed:")
downloadItem.keyEquivalent = ""
menu.addItem(downloadItem)
var menuItem: NSMenuItem = NSMenuItem()
menuItem.title = "Preferences..."
//Open view on button click
menuItem.action = Selector("setWindowVisible:")
menuItem.keyEquivalent = ""
menu.addItem(menuItem)
//define sorting filters
let sortOptions = NSArray(array: ["Hot","New","Top","Rising","Controversial"])
sortFilter.addItemsWithTitles(sortOptions)
var sortItem: NSMenuItem = NSMenuItem()
sortItem.title = "Sort By"
menu.addItem(sortItem)
//Add sort options as submenu
for sort in sortOptions {
var item: NSMenuItem = NSMenuItem()
item.title = sort as String
item.keyEquivalent = ""
item.action = Selector("setActiveSort:")
subSort.addItem(item)
}
menu.setSubmenu(subSort, forItem: sortItem)
//Test receiving menu
let userDefaults = NSUserDefaults.standardUserDefaults()
if let filterDefault : AnyObject = userDefaults.objectForKey("filter") {
var active : NSString = filterDefault as NSString
sortFilter.selectItemWithTitle(active)
println(active)
subSort.itemWithTitle(active)?.state = 1
}
}
func setActiveSort(sender: NSMenuItem) {
//Turn off all other active filters
let allSorts = subSort.itemArray
var a = 0
while a < subSort.numberOfItems {
var filter = subSort.itemAtIndex(a)
filter?.state = 0
a++
}
//Make selected filter active and store value in Defaults
sender.state = 1
sortFilter.selectItemWithTitle(sender.title)
let userDefaults = NSUserDefaults.standardUserDefaults()
userDefaults.setObject(sender.title, forKey: "filter")
}
#IBAction func downloadPressed(sender: AnyObject) {
let subreddit: NSString = NSString(string: subredditField.stringValue)
let sortBy: NSString = NSString(string: sortFilter.titleOfSelectedItem!)
var sort = sortBy.lowercaseString
let nsfw: Bool = Bool(nsfwMarked.integerValue)
downloadClass.startController(subreddit, sortBy: sort, markNSFW: nsfw)
}
func setWindowVisible(sender: AnyObject) {
self.window!.orderFront(self)
}
func applicationDidFinishLaunching(aNotification: NSNotification?) {
// Insert code here to initialize your application
//Don't display application window at launch
self.window!.orderOut(self)
//On launch, get user preferences if set
let userDefaults = NSUserDefaults.standardUserDefaults()
if let nsfwMarkedPref : AnyObject = userDefaults.objectForKey("NSFW?") {
//Set nsfw state to stored value
nsfwMarked.state = (nsfwMarkedPref.integerValue == 1) ? NSOnState : NSOffState;
}
if let storedSubreddit : AnyObject = userDefaults.objectForKey("subreddit") {
//set subreddit string to stored value
subredditField.stringValue = storedSubreddit as String
}
//Get screen resolution
let ms = NSScreen.mainScreen()
let frame = ms?.frame
println(frame!.size.width)
}
func applicationWillTerminate(aNotification: NSNotification?) {
// Insert code here to tear down your application
//Set the user preferences on exit.. this should be moved to onButtonState
let userDefaults = NSUserDefaults.standardUserDefaults()
userDefaults.setObject(nsfwMarked.integerValue, forKey: "NSFW?")
let subreddit: NSString = NSString(string: subredditField.stringValue)
userDefaults.setObject(subreddit, forKey: "subreddit")
}
}
Currently, the IBAction of the downloadButton in my view will call the function within the DownloadController. But ideally I would like to be able to have the IBAction of downloadPressed right within the DownloadController.swift file, but I cannot seem to figure out how to go about this..
Thanks!
Create a XIB file or use storyboard and set it's file owner as your UI view controller. Then setup your actions and outlets there. I would recommend you watch some videos on you tube before you proceed.

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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