Swift NSUserNotificationCenter didActivateNotification not working - macos

I'm working on a swift os x application and I'm having trouble understanding the userNoticiation / didActivateNotification structure. I've reviewed the documentation and searched SO but am still stuck. Any guidance on the following code would be much appreciated:
func notify(message: String, callBack: String) {
println(message)
println(callBack)
var notification:NSUserNotification = NSUserNotification()
notification.title = "New Phone Call"
notification.informativeText = message
notification.actionButtonTitle = "Lookup"
notification.hasActionButton = true
var center:NSUserNotificationCenter = NSUserNotificationCenter.defaultUserNotificationCenter()
center.delegate = self
center.scheduleNotification(notification)
}
func notify (center: NSUserNotificationCenter, didActivateNotification notification: NSUserNotification){
center.delegate = self
println("clicked") //this does not print
}
The notification displays exactly as I'd like it to. Clicking the "Lookup" button that I've defined will bring my app to the foreground the first time it is clicked, but the code I'd expect to handle that action does not fire.
Thanks in advance.

Change your second 'func notify' declaration to 'optional func userNotificationCenter'

Related

SwiftUI Update the mainMenu [SOLVED] kludgey

The Real Question
How do you update the mainMenu in SwiftUI so that it actually works?
I have built a MacOS Document Based application in SwiftUI which includes all of the in-built File menu commands (i.e. Close, Save, Duplicate. Rename... etc.)
Before saving the document, I validate the structure and would like to present a modal dialog to the user if there are any validation errors.
The modal dialog is just a simple OK/Cancel dialog - 'OK' meaning that the user is happy to save the file with validation errors, 'Cancel' would need to stop the save operation.
So the question is: "How do I intercept the in-built 'Save' menu command to present this dialog?
I have tried to overwrite the .saveItem CommandGroup - but this replaces all of the menu items and I only want to override a couple of the commands ('Save' and 'Save As') and don't want to re-implement them all (and I am not sure that I have the skills to do so)
.commands {
CommandGroup(replacing: .saveItem) {
// code goes here - but removes all of the in-built menus
}
}
I have tried this solution (In a SwiftUI Document App, how to save a document from within a function)
and have put it into my AppDelegate
public func applicationDidBecomeActive(_ notification: Notification) {
let menu = NSApplication.shared.mainMenu!.items.first(where: { $0.title == "File" })!
let submenu = menu.submenu!.items.first(where: { $0.title == "Save" })!
submenu.action = #selector(showDialog)
}
#objc func showDialog() {
var retVal: Int = 0
let thisWindow: NSWindow? = NSApplication.shared.mainWindow
let nsAlert: NSAlert = NSAlert()
let cancelButton: NSButton = nsAlert.addButton(withTitle: "Cancel")
cancelButton.tag = 1
let okButton: NSButton = nsAlert.addButton(withTitle: "OK")
okButton.tag = 0
// The below code is replaced
nsAlert.beginSheetModal(for: thisWindow!) { modalResponse in
print(modalResponse)
retVal = modalResponse.rawValue
if retVal == 0 {
print("save")
} else {
print("cancel")
}
}
}
However it doesn't actually call the showDialog function.
Edit/Update
I am still having difficulties updating the menus, but in the above example the call to beginModalSheet is incorrect as the process will run in the background. Updated the call to runModal() which will stop any background process writing the file.
#objc func showDialog() {
let nsAlert: NSAlert = NSAlert()
let cancelButton: NSButton = nsAlert.addButton(withTitle: "Cancel")
cancelButton.tag = 1
let okButton: NSButton = nsAlert.addButton(withTitle: "OK")
okButton.tag = 0
let response: Int = nsAlert.runModal().rawValue
if response == 0 {
print("save")
NSApp.sendAction(#selector(NSDocument.save(_:)), to: nil, from: nil)
} else {
print("cancel")
}
}
I have read somewhere that you need to set the menu before the window appears, and I have also read that you need to set the menus before the AppDelegate is set.
Yet another edit
See this post Hiding Edit Menu of a SwiftUI / MacOS app
and this comment
Thoughts: SwiftUI either has a bug or they really don't want you to remove the top level menus in NSApp.mainMenu. SwiftUI seems to reset the whole menu with no way to override or customize most details currently (Xcode 13.4.1). The CommandGroup(replacing: .textEditing) { }-esque commands don't let you remove or clear a whole menu. Assigning a new NSApp.mainMenu just gets clobbered when SwiftUI wants even if you specify no commands.
XCode 14.1
Swift 5
After a lot of super frustrating searching an attempts and lots of code - I reduced the problem to being just trying to change the name of the save menu item - If I could do this - then I can change the action for it as well.
Here is how I did it
My Tetsing App is called YikesRedux
Steps:
Register the AppDelegate
Override the applicationWillUpdate method
Put the menu updating in a DispatchQueue.main.async closure
Cry tears of joy that you have solved this problem after days of searching
YikesAppRedux.swift
import SwiftUI
#main
struct YikesReduxApp: App {
#NSApplicationDelegateAdaptor(AppDelegate.self) var appDelegate // <- Don't forget the AppDelegate
var body: some Scene {
DocumentGroup(newDocument: YikesReduxDocument()) { file in
ContentView(document: file.$document)
}
}
}
AppDelegate.swift
import Foundation
import AppKit
public class AppDelegate: NSObject, NSApplicationDelegate {
public func applicationWillUpdate(_ notification: Notification) {
DispatchQueue.main.async {
let currentMainMenu = NSApplication.shared.mainMenu
let fileMenu: NSMenuItem? = currentMainMenu?.item(withTitle: "File")
if nil != fileMenu {
let saveMenu = fileMenu?.submenu!.item(withTitle: "Save")
if nil != saveMenu {
print("updated menu")
saveMenu?.title = "Save Updated"
}
}
}
}
}
I put this down as a bit kludgey - as it runs on every application update (which is not a lot, but you can see the print out in the console "updated menu" when it does occur)
I did try to keep a state variable as to whether the menu was updated, to try and not do it again - but in a multi document window environment you would need to keep track of every window... (Also swift just clobbers the menu whenever it wants - so it didn't work as well as expected.)
I put the menu updating code in almost everywhere I could think of
Every single AppDelegate function override
init methods for the App, the ContentView
on the document read function/write function
You name it - I put it in there (I even had a hosting controller, a NSViewRepresentable)
I then removed them one by one until I found the solution.
I would be happy if there was a less kludgey way to do this.

How to import ViewController data into email in Swift 3?

I am VERY new to Swift/xcode and I've built my first app but I'm stuck on one part. I have a button that opens an email and I would like to take the selections from a picker, two date pickers and a text input and import them into the email. I want the user to make their choices and just click send when the email opens. Everything works fine but I can't figure out how to import the data from the app into the email despite searching all over. Any suggestions?
}
func configuredMailComposeViewController() -> MFMailComposeViewController {
let mailComposerVC = MFMailComposeViewController()
mailComposerVC.mailComposeDelegate = self
mailComposerVC.setToRecipients(["myemail#myemail.com"])
mailComposerVC.setSubject("EQUIPMENT RESERVATION REQUEST")
mailComposerVC.setMessageBody("test email message", isHTML: false)
return mailComposerVC
}
Basically, I want to replace the "test email message" string with the selections from my date pickers, picker and text input.
I was able to figure this out using the link from Kevin above and the following links:
How to store data from a picker view in a variable when a button is pressed?
Get just the date (no time) from UIDatePicker
The revised code is below and works exactly as I wanted it to:
#IBOutlet weak var StartDate: UIDatePicker!
#IBOutlet weak var EndDate: UIDatePicker!
#IBOutlet weak var HowMany: UITextField!
func configuredMailComposeViewController() -> MFMailComposeViewController {
let chosen = Picker1.selectedRow(inComponent: 0)
let chosenString = words[chosen]
let dateFormatter = DateFormatter()
dateFormatter.dateFormat = "MM/dd"
let stringDate = dateFormatter.string(from: StartDate.date)
let Start = stringDate
let number = HowMany.text
let stringendDate = dateFormatter.string(from: EndDate.date)
let End = stringendDate
let mailComposerVC = MFMailComposeViewController()
mailComposerVC.mailComposeDelegate = self
mailComposerVC.setToRecipients(["myemail#example.com"])
mailComposerVC.setSubject("Email Subject")
mailComposerVC.setMessageBody ("Please reserve \(number ?? "") of
the following **\(chosenString)** from \(Start) to \(End).
Thanks.", isHTML: false)
return mailComposerVC
}

This application is modifying the autolayout engine from a background thread swift2.0

I am using this simple code to extract some plain text from a website.
#IBAction func askWeather(sender: AnyObject) {
let url = NSURL(string: "http://www.weather-forecast.com/locations/" + userField.text! + "/forecasts/latest")!
let task = NSURLSession.sharedSession().dataTaskWithURL(url) {(data, response, error) -> Void in
if let urlContent = data{
let webContent = NSString(data: urlContent, encoding: NSUTF8StringEncoding)
let wArray = webContent?.componentsSeparatedByString("Day Weather Forecast Summary:</b><span class=\"read-more-small\"><span class=\"read-more-content\"> <span class=\"phrase\">")
let wCont = wArray![1].componentsSeparatedByString("</span>")
self.weatherResult.text = wCont[0]
}
else{
print("Sorry could not get weather information")
}
}
task.resume()
}
#IBOutlet var weatherResult: UILabel!
#IBOutlet var userField: UITextField!
And after i press the button to fetch the information nothing happens for several seconds(like 10-20) and then i get the correct result however i get this message in xcode:
This application is modifying the autolayout engine from a background
thread, which can lead to engine corruption and weird crashes. This will cause an exception in a future release.
I tried reading some posts on others having this problem but they were using threads like async etc. to run their code. Im not really sure what the problem is in my case.
Thank you!
I'm guessing that self.weatherResult.text = wCont[0] is modifying something like a UILabel or similar, in which case you're trying to change part of your user interface from a background thread – a big no-no.
Try code like this instead:
dispatch_async(dispatch_get_main_queue()) { [unowned self] in
self.weatherResult.text = wCont[0]
}
let task = NSURLSession.sharedSession().dataTaskWithURL(url) {(data, response, error) -> Void in
There's your asynchronous thread. Right there. dataTaskWithURL runs in the background and will eventually call the callback function that you passed in. And that is done in the background.

Send email In-game using sprite kit in xcode 7 beta3?

I am making an iPad game in sprite kit using swift in xcode 7beta3 and I want the results of the game to be send to the users email after the game is completed. The user should press a button called send and redirect to where they can type in their email-address and send the message. But I have no idea how to make and send an email.
I have been searching all around the internet for an answer to this question, but all are older version answers. I hope you can help.
Thanks in advance
EDIT:
I have been searching some more and i found a solution (here: http://kellyegan.net/sending-files-using-swift/), but I still have a problem. In my GameViewController i have added:
override func viewDidLoad() {
super.viewDidLoad()
let scene = StartGameScene(size: view.bounds.size)
let skView = view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
scene.scaleMode = .ResizeFill
skView.presentScene(scene)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
internal func sendEmail() {
//Check to see the device can send email.
if( MFMailComposeViewController.canSendMail() ) {
print("Can send email.")
let mailComposer = MFMailComposeViewController()
mailComposer.mailComposeDelegate = self
//Set the subject and message of the email
mailComposer.setSubject("Have you heard a swift?")
mailComposer.setMessageBody("This is what they sound like.", isHTML: false)
if let filePath = NSBundle.mainBundle().pathForResource("Math", ofType: "txt") {
print("File path loaded.")
if let fileData = NSData(contentsOfFile: filePath) {
print("File data loaded.")
mailComposer.addAttachmentData(fileData, mimeType: "text/plain", fileName: "Math")
}
}
self.presentViewController(mailComposer, animated: true, completion: nil)
}
}
func mailComposeController(controller: MFMailComposeViewController, didFinishWithResult result: MFMailComposeResult, error: NSError?) {
self.dismissViewControllerAnimated(true, completion: nil)
}
The sendMail() is called in one of my gameScenes when you press a button.
The problem is that I get an error when I press that button. It prints out
Can send email.
File path loaded.
File data loaded.
as it should, but then it gives an error:
Could not cast value of type 'UIView' (0x1964ea508) to 'SKView' (0x19624f560).
I think the problem is the self.presentViewController(), but I have no idea how to fix it.

Add gestures and animation in Swift

I am making an application which is inspired from iOS8 voice messages and trying to add 'gestures and animations(like slide left and cancel the record,slide rightto Upload the voice record.)' but it doesn't work at all.Here is the code snippet below.
// Swipe left and cancel
let swipeLeftGesture = UISwipeGestureRecognizer(target: self, action: "swipeLeftCancel")
swipeLeftGesture.direction = UISwipeGestureRecognizerDirection.Left
self.view.addGestureRecognizer(swipeLeftGesture)
// Swipe right and upload
let swipeRightGesture = UISwipeGestureRecognizer(target: self, action: "swipeRightUpload")
swipeRightGesture.direction = UISwipeGestureRecognizerDirection.Right
self.view.addGestureRecognizer(swipeRightGesture)
session.requestRecordPermission({(granted: Bool)-> Void in
if granted {
self.setupRecorder()
} else {
println("Permission to record not granted")
}
})
func swipeLeftCancel(sender: UISwipeGestureRecognizer) {
// slide left and cancel
}
func swipeRightUpload(sender: UISwipeGestureRecognizer) {
// slide right and upload
)
Whole code(before adding UISwipeGestureRecognizer) is in here ー> https://github.com/chansuke/GoForIt
Anyone give some advice?
Your action selectors should be named swipeLeftCancel: and swipeRightUpload::
let swipeLeftGesture = UISwipeGestureRecognizer(target: self, action: "swipeLeftCancel:")
The colon at the end is necessary because your functions accept an argument sender. This is because in Objective-C, your method would be declared as - (void)swipeLeftCancel:(id)sender, and its selector would be swipeLeftCancel:. In Swift this makes a lot less sense, but it's just something you have to remember when you use selectors.
// adding Gesture:
let swipeLeftGesture = UISwipeGestureRecognizer(target: self, action:"swipeLeft")
swipeLeftGesture.direction = UISwipeGestureRecognizerDirection.Left
self.view.addGestureRecognizer(swipeLeftGesture)
Where swipeLeft is your selector fired on Gesture action.

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