Transform LSUIElement to foreground application - macos

I have an app which must run all the time (if the user agree whit this).
When the user quit the app, I transform the foreground app into a LSUIElement (the app only has a menu bar icon, the dock icon and the menu disappear).
I have an options in the menu item which works ok and transform the LSUIElement into a foreground app (I use the functions [NSApp setActivationPolicy:NSApplicationActivationPolicyRegular] and [NSApp activateIgnoringOtherApps:YES]).
My problem appear when the user double click on the app. I use again the [NSApp setActivationPolicy:NSApplicationActivationPolicyRegular] in the delegate method applicationWillUnhide:(NSNotification *)notification, and all works well except the menu which doesn't appear. If I go to another app, and then I came back the menu appear. I try different methods but I wasn't able to find a good one.
I want to know is a delegate method which is called when the user double clicks on the app, or what is the function from NSApplication which is called in that moment, because I think using the setActivationPolicy: in the applicationWillUnhide function is to late.

To transform a normal application to a LSUIElement I use
ProcessSerialNumber psn = { 0, kCurrentProcess };
TransformProcessType(&psn, kProcessTransformToUIElementApplication);
And to change it back to foreground :
ProcessSerialNumber psn = { 0, kCurrentProcess };
TransformProcessType(&psn, kProcessTransformToForegroundApplication);

Here is the answer. I have already done the hide/show before I find this question. And this question inspired me to the final answer.
Here what the below code does:
when app starts, app shows in dock and a menubar item shows.
when user clicks the menubar item, app hides and remove from dock.
when user clicks again, the app shows back to dock.
if the app is hidden and user opens the app again from double click or launchpad, the app shows again in dock.
if the app is not hidden but obscured by other apps, clicking the menubar item or relaunching it will put the app to the front.
when a user click the close button on the window, the app removed from dock.
when a user quit the app by cmd+q or from file menu, the app quits and the menubar item quits as well.
I have removed other code that is not directly related.
Other things you may notice:
LSUIElement is not set or set to NO for my Info.plist. If you want to set to yes. You need to set no initiate view controller in storyboard and construct from the window controller yourself.
You will also to deal the logic from left mouse click on menubar item, as you doesn't has the window from the very beginning.
Codes:
import Cocoa
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
private let statusItem = NSStatusBar.system.statusItem(withLength:NSStatusItem.squareLength)
weak private var window:NSWindow? = nil
func applicationDidFinishLaunching(_ aNotification: Notification) {
setupMenubarTray()
self.window = NSApp.orderedWindows.first
NotificationCenter.default.addObserver(self, selector: #selector(windowWillClose(_:)), name: NSWindow.willCloseNotification, object: self.window!)
}
func applicationShouldHandleReopen(_ sender: NSApplication, hasVisibleWindows flag: Bool) -> Bool {
if !window!.isVisible {
activeApp()
return false
}
return true
}
}
extension AppDelegate {
#objc func windowWillClose(_ noti:Notification) {
removeFromDock()
}
private func showInDock() {
NSApp.setActivationPolicy(.regular)
}
private func removeFromDock() {
NSApp.setActivationPolicy(.accessory)
}
}
// MARK: - setup menubar button
extension AppDelegate {
private func setupMenubarTray() {
guard let button = statusItem.button else {
fatalError()
}
setTrayIcon(for:button)
button.action = #selector(mouseLeftButtonClicked)
}
private func setTrayIcon(for button:NSStatusBarButton) {
let useMonochromeIcon = UserDefaults.standard.bool(forKey: DefaultsKey.useMonochromeIcon.key)
button.image = NSImage(imageLiteralResourceName: useMonochromeIcon ? "MonochromeIcon" : "TrayIcon")
}
#objc private func mouseLeftButtonClicked() {
if NSApp.isHidden || !window!.isKeyWindow {
self.activeApp()
} else {
self.hide()
}
}
private func activeApp() {
showInDock()
window?.makeKeyAndOrderFront(nil)
NSApp.activate(ignoringOtherApps: true)
checker.sendNotification()
}
private func hide() {
removeFromDock()
NSApp.hide(nil)
}
}

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.

Conditionally showing NSViewController at app launch

I'm developing an OSX app where I show first a login/register window if the user hasn't logged in yet.
After login success I show my main view controller.
If the user is already logged in (a token is stored), then the app has to launch directly with the main view controller.
I'm new to OSX development, I googled for this kind of scenario but couldn't find anything.
So I went up with what I think should work. It works sometimes, sometimes I get a blank window.
In the storyboard I let the Main Menu and the Window Controller. I removed the "contains" segue to my main view controller.
In AppDelegate, I put this:
func applicationDidFinishLaunching(aNotification: NSNotification) {
if loggedIn {
self.showViewController(NSStoryboard.mainViewController())
} else {
let loginController = NSStoryboard.loginViewController()
loginController.delegate = self
self.showViewController(loginController)
}
}
private func showViewController(viewController: NSViewController) {
if let mainWindow = NSApplication.sharedApplication().mainWindow {
mainWindow.contentViewController = viewController
} else {
print("Error: No main window!")
}
}
About half of the times the window is empty and I see in the console "Error: No main window!". I thought maybe I can use applicationDidBecomeActive but this is called basically when it comes to the foreground and this is not what I need.
Further, the times when it works, and I log in, then I want to show the main view controller:
func onLoginSuccess() {
self.showViewController(NSStoryboard.mainViewController())
}
And here I also get "Error: No main window!" (always) and nothing happens.
The docs say following about mainWindow being nil:
The value in this property is nil when the app’s storyboard or nib file has not yet finished loading. It might also be nil when the app is inactive or hidden.
But why is the storyboard not finished loading or the app inactive when I'm launching it? And on login success the app is definitely active and in the foreground and the main window is always nil.
What am I doing wrong? How can I implement this workflow? Alternatively I could create a "parent" view controller, have that one connected to the window in the storyboard, and add the login or main view controller as nested view controllers to that. But don't really like having to add a do nothing view controller.
I'm using XCode 7(beta 4), Swift 2, OSX 10.10.4
Edit:
The NSStoryboard methods come from an extension, it looks like this:
extension NSStoryboard {
private class func mainStoryboard() -> NSStoryboard { return NSStoryboard(name: "Main", bundle: NSBundle.mainBundle()) }
private class func signupStoryboard() -> NSStoryboard { return NSStoryboard(name: "LoginRegister", bundle: NSBundle.mainBundle()) }
class func mainViewController() -> ViewController {
return self.mainStoryboard().instantiateControllerWithIdentifier("MainViewController") as! ViewController
}
class func loginViewController() -> LoginViewController {
return self.signupStoryboard().instantiateControllerWithIdentifier("LoginViewController") as! LoginViewController
}
class func registerViewController() -> RegisterViewController {
return self.signupStoryboard().instantiateControllerWithIdentifier("RegisterViewController") as! RegisterViewController
}
}
To put the solution we found in the comments as an answer:
Apparently NSApplication.sharedApplication().mainWindow is a different window than my main window in the storyboard.
So, I created an NSWindowController subclass and assigned it to the window in the storyboard, using the identity inspector.
Then I moved the logic I had in app delegate to this NSWindowController. It looks like this:
class MainWindowController: NSWindowController, LoginDelegate {
override func windowDidLoad() {
if loggedIn {
self.onLoggedIn()
} else {
let loginController = NSStoryboard.loginViewController()
loginController.delegate = self
self.contentViewController = loginController
}
}
func onLoggedIn() {
self.contentViewController = NSStoryboard.mainViewController()
}
func onLoginSuccess() {
self.onLoggedIn()
}
}
* Thanks Lucas Derraugh for pointing me in the right direction!
enum Storyboards: String {
case main = "Main"
case settings = "Settings"
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
}
}
//Need to use like this
//Make sure Storyboard Id and class-name are the same
if let windowController = Storyboards.main.instantiateVC(IDMainController.self) {
windowController.showWindow(nil)
//----- OR -----
self.contentViewController = windowController
} else {
print("Cannot find IDMainController")
}

Move a NSWindow by dragging a NSView

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.

Detecting key press event in Swift

I'm trying to find a way to detect if a key (on a keyboard) has been pressed on Swift. Any ideas and suggestions will be greatly appreciated.
Since you updated your question and you wanted to know how to do this for a window, here's an answer. Subclass NSWindow and use this subclass instead.
Your custom class should look like this:
import Cocoa
class EditorWindow: NSWindow {
override func keyDown(event: NSEvent) {
super.keyDown(event)
Swift.print("Caught a key down: \(event.keyCode)!")
}
}
If you've made your window in Interface Builder/XCode, click the window object and go to the Attribute Inspector (⌥+⌘+3). The Attribute Inspector will be in the sidebar on the right. Making sure your window is selected in Interface Builder, at the top of the Attribute Inspector in the Custom Class area put your new class in the class input.
In order to communicate the event from the this window class to my app I add a function to the window that accepts a callback function that I then store in an array of callback functions. I get access to this window through the AppDelegate which can get a weak reference to the current main window. Then in the above function I iterate overall the callbacks and call it with the NSEvent as the argument. I also first check to see if any command keys like the option keys are being pressed first through modifierFlags property on the event. It ends up looking like this:
import Cocoa
typealias Callback = (NSEvent) -> ()
class KeyCaptureWindow: NSWindow {
var keyEventListeners = Array<Callback>()
override func keyDown(event: NSEvent) {
if event.modifierFlags.contains(NSEventModifierFlags.CommandKeyMask) {
super.keyDown(event)
return
}
for callback in keyEventListeners {
callback(event)
}
}
func addKeyEventCallback(callback: Callback) {
keyEventListeners.append(callback)
}
}
And then elsewhere in my code I have a line like so:
let appDelegate = NSApplication.sharedApplication().delegate as! AppDelegate
let mainWindow = appDelegate.getWindow()
mainWindow.addKeyEventCallback(handleKeyEvent)
I added the getWindow method to my app delegate class. This method returns the NSWindow cast to KeyCaptureWindow. There may be a better way to do all this but this works for me. Another way to possibly do this is to use first responders and NSView, but that's not how I've been doing it.
You have to override the keyDown-method.
var direction:String = ""
override func keyDown(theEvent: NSEvent!) // A key is pressed
{
if theEvent.keyCode == 123
{
direction = "left" //get the pressed key
}
else if theEvent.keyCode == 124
{
direction = "right" //get the pressed key
}
println("Key with number: \(theEvent.keyCode) was pressed")
}

Window won't restore after it is closed

When I fire up my OS X app from Xcode, it appears as it should.
When I close the window, it disappears (as you would expect), and the app still appears active on the dock.
Great, that's how it should be. But when I click the dock to activate the window, it doesn't show up.
Any ideas?
There isn't much information in the question, but let me presume that the app is a single-window app (i.e., not NSDocument-based).
A typical situation in this scenario is that the user closes the window, and the appliction keeps running with the icon in the Dock as it is supposed to.
In that situation, the user would normally like the window to re-appear when the app is activated by clicking the icon in the Dock.
To obtain that, you can implement applicationShouldHandleReopen:hasVisibleWindows: as follows:
- (BOOL)applicationShouldHandleReopen:(NSApplication *)theApplication hasVisibleWindows:(BOOL)visibleWindows
{
if ( visibleWindows ) {
[self.window orderFront:self];
}
else {
[self.window makeKeyAndOrderFront:self];
}
return YES;
}
for swift:
func applicationShouldHandleReopen(sender: NSApplication, hasVisibleWindows flag: Bool) -> Bool {
if let window = sender.windows.first {
if flag {
window.orderFront(nil)
} else {
window.makeKeyAndOrderFront(nil)
}
}
return true
}

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