I am trying to programmatically switch the whole screen to grayscale mode, but the CGDisplayForceToGray function has disappeared in Swift 4(?). Is there another function or method to replicate the CGDisplayForceToGray effect or has Apple deprecated functions of this kind entirely? Thank you.
Edit: For example, the code for Desaturate has a function called CGDisplayForceToGray() which turns the whole screen into grayscale mode, in the same way, that the "Use Grayscale" checkbox in the Accessibility Preferences turns the screen into grayscale. See below (this code is from Desaturate):
import Cocoa
import Carbon
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet weak var statusMenu: NSMenu!
var grayscaleStatus = false;
var preferencesWindow: PreferencesWindow!
// For MASShortcut
let callback = {}
let defaultsKey = "global_shortcut"
#IBOutlet weak var window: NSWindow!
#IBAction func quitAction(sender: AnyObject) {
NSApplication.sharedApplication().terminate(self)
}
#IBAction func toggleAction(sender: AnyObject) {
self.toggleGrayscale()
}
func toggleGrayscale() {
grayscaleStatus = !grayscaleStatus
CGDisplayForceToGray(grayscaleStatus)
}
However, when I tried to use the CGDisplayForceToGray() function myself, I get the Use of unresolved identifier error. My guess is that the CGDisplayForceToGray() function was deleted or isn't functional anymore, but I was wondering if there were other alternatives to this function that don't use AppleScript.
Edit: Resolved.
Related
In all cases, I can wire user-interface buttons to actions with Interface Builder. But the buttons work for Objective-C but not for Swift.
Objective-C example (it works):
- (IBAction)TogglePlaying:(id)sender {
(details snipped for brevity)
}
Swift example (it doesn't work, though it's wired to its button):
#IBAction func Go(_ sender: Any) {
print("Going")
OutputText!.stringValue = InputText!.stringValue
}
I have no idea of what the difference might be, because everything I've found on using IBAction in Swift indicates that I've written it correctly. Also, in Interface Builder, I've set File's Owner's Custom Class correctly.
Update:
Using
ios - Find what Action is called by a Button in interface builder in debug mode - Stack Overflow
Find what Action is called by a Button in interface builder in debug mode
I used "Debug View Hierarchy", right-clicked on "NSButton - Go!" in the widget-hierarchy view, and selected "Print Description of NSButton - Go!"
I got
Printing description of $13:
<NSButton: 0x7fac1b116250>
I then did:
po [0x7fac1b116250 allTargets]
error: Execution was interrupted, reason: Attempted to dereference an invalid ObjC Object or send it an unrecognized selector.
The process has been returned to the state before expression evaluation.
Update:
I tried
po [0x7faf38011790 target]
(new address of that button) and I got
nil
Update:
The complete code of TLWindow, in Swift:
import Cocoa
class TLWindow: NSWindowController {
#IBOutlet weak var InputText: NSTextField!
#IBOutlet weak var OutputText: NSTextField!
override var windowNibName: NSNib.Name? {
return NSNib.Name("TLWindow")
}
#IBAction func Go(_ sender: Any?) {
print("Going")
OutputText!.stringValue = InputText!.stringValue
}
}
I don't know how to show that the xib is wired up correctly without doing a lot of screenshots. But it is, with the "Go!" button connected to "Go:" in "File's Owner". Also, "File's Owner" is set to "TLWindow", this class.
You are creating an instance of TLWindow in newDocument(), but then you're letting it go out-of-scope...
Try this:
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
// add a property to "hang onto" the instance
var myTLWindow: TLWindow!
func applicationDidFinishLaunching(_ aNotification: Notification) {
// Insert code here to initialize your application
newDocument(self)
}
// Create an app window
#IBAction func newDocument(_ sender: Any?) {
let wc = TLWindow()
// add this line
myTLWindow = wc
wc.showWindow(self)
}
}
I'm just learning Swift, and whenever I test my app, only a white blank screen is displayed on the simulator, however, when I close Xcode, the app loads up on the simulator and it works fine, does anyone know what's the reason for this?
Thank you very much in advance!
screenshot before closing xcode:
click to see
screenshot after closing xcode:
click to see
the code I used:
import UIKit
import SwiftUI
class ViewController: UIViewController {
#IBOutlet weak var priceTxt:UITextField!
#IBOutlet weak var SalesTaxTxt:UITextField!
#IBOutlet weak var totalPriceLbl:UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
#IBAction func calculateTotalPrice(_ sender: Any) {
let price = Double(priceTxt.text!)!
let salesTax = Double(SalesTaxTxt.text!)!
let totalSalesTax = price * salesTax
let totalPrice = price + totalSalesTax
totalPriceLbl.text = "$\(totalPrice)"
}
}
I have a single-window (OSX, not iOS) app that works beautifully, but I need to add a Preferences window. I have created the window and linked it to the Preferences menu (to which it opens and displays as expected). However, now I need to interact with the text fields I have set up.
Here is my new window:
Settings.xib
Here is my main window:
MainMenu.xib
Again, I can display it just fine, but I need to be able to set the values of the text fields in the Settings window. Not real sure how to do that? I am trying to stay away from Storyboards at the moment (just trying to keep it simple; maybe phase II). I am storing the values from the Settings window in the Keychain (which works beautifully in MainMenu.xib). Now I just need to be able to enter them and save them from Settings.xib.
My file structure is pretty straightforward. I have AppDelegate.swift which is doing all of the work. Do I (and how do I) connect Settings.xib to AppDelegate? I know I can bind the text fields from Settings.xib to outlets in AppDelegate (but when I do that I get an error: [General] [<NSApplication 0x6080001005a0> valueForUndefinedKey:]: this class is not key value coding-compliant for the key accountNumber).
I know this is a n00b question, but it is so simple it is hard to find an applicable answer.
Thanks!
Creating a new window controller was the key. My problem, as I stated in my question, was getting the text fields wired up as functional outlets. I was able to show the window as desired, just couldn't get to the text fields.
I created SettingsWindowController.swift to subclass NSWindowController. My connections are as shown:
Window connections
File's Owner connections
Additionally, in Settings.xib, the Custom Class of File's Owner is set to SettingsWindowController. Then the individual text fields are connected to SettingsWindowController.swift as outlets.
In SettingsWindowController.swift:
`import Cocoa
class SettingsController: NSWindowController, NSWindowDelegate
{
#IBOutlet weak var accountNumber: NSTextField!
#IBOutlet weak var meterNumber: NSTextField!
#IBOutlet weak var webCredentialKey: NSTextField!
#IBOutlet weak var webCredentialPassword: NSTextField!
// allows window creation without needing to specify NIB name
override var windowNibName: String! {
return "Settings"
}
override func windowDidLoad() {
super.windowDidLoad()
// initialization code removed for brevity
}
func windowWillClose(_ notification: Notification) {
// teardown code removed for brevity
NSApplication.shared().stopModal()
}
}'
In AppDelegate.swift,
`var prefs: SettingsController? = nil
#IBAction func OpenPreferences(_ sender: Any) {
DispatchQueue.main.async(execute: { () -> Void in
NSApplication.shared().runModal(for: (self.prefs?.window)!)
})
}`
func applicationDidFinishLaunching(_ aNotification: Notification)
{
// Insert code here to initialize your application
prefs = SettingsController()
}`
Hope this helps someone else.
Hopefully someone can assist me.
I am trying to make a windowed application appear at the loginwindow on OSX 10.11, specifically at logout.
I am calling it using a logouthook script - I can see that the app is called on logout and the delay I have added to the application pauses the logout for 10 seconds but it doesn't actually display the main window.
The main window does display on login and I have tested removing the "canBecomeVisibleWithoutLogin" parameter which causes me to see errors in the system.log relating to the window not having permission to run over the loginwindow. Based on this, I believe the parameter is at least recognised.
I have looked around for examples on the web that use "canBecomeVisibleWithoutLogin" and I haven't been able to determine what step I am missing. I would appreciate any advice.
The code below is the only code I have added to the application which consists of a MainMenu.nib and a AppDelegate.swift.
I have also selected "visible at launch" and "Move to Active Space" in Xcode but this hasn't changed the behaviour at logout.
import Cocoa
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet weak var window: NSWindow!
func applicationWillFinishLaunching(notification: NSNotification) {
self.window.canBecomeVisibleWithoutLogin = true
self.window.orderFrontRegardless()
self.window.level = Int(CGWindowLevelForKey(CGWindowLevelKey.StatusWindowLevelKey))
}
func applicationDidFinishLaunching(aNotification: NSNotification) {
// Insert code here to initialize your application
self.window.display()
let time = dispatch_time(dispatch_time_t(DISPATCH_TIME_NOW), 10 * Int64(NSEC_PER_SEC))
dispatch_after(time, dispatch_get_main_queue()) {
//put your code which should be executed with a delay here
NSApplication.sharedApplication().terminate(self)
}
}
func applicationWillTerminate(aNotification: NSNotification) {
// Insert code here to tear down your application
}
}
Setting the window level differently fixed it and I didn't need any other lines relating to self.window apart from self.window.level=2147483631
I am not sure of the full screen logout window level but I did try a couple of lower numbers and it still worked.
import Cocoa
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet weak var window: NSWindow!
func applicationWillFinishLaunching(notification: NSNotification) {
}
func applicationDidFinishLaunching(aNotification: NSNotification) {
// Insert code here to initialize your application
self.window.level=2147483631
let time = dispatch_time(dispatch_time_t(DISPATCH_TIME_NOW), 10 * Int64(NSEC_PER_SEC))
dispatch_after(time, dispatch_get_main_queue()) {
//put your code which should be executed with a delay here
NSApplication.sharedApplication().terminate(self)
}
}
func applicationWillTerminate(aNotification: NSNotification) {
// Insert code here to tear down your application
}
}
I use this one:
window.level = NSWindow.Level(rawValue: Int(CGWindowLevelForKey(.maximumWindow)))
This seems to do the trick here.
Using Swift only, here's my code in AppDelegate.swift:
import Cocoa
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet var window: NSWindow
#IBOutlet var textField: NSTextView
#IBAction func displaySomeText(AnyObject) {
textField.insertText("A string...")
}
func applicationDidFinishLaunching(aNotification: NSNotification?) {
// Insert code here to initialize your application
}
func applicationWillTerminate(aNotification: NSNotification?) {
// Insert code here to tear down your application
}
}
In the interface builder, I have an object hooked up to receive input from a button, then the output goes to a text view. I'm trying to get the text view to populate with some text when I hit the button.
I tried this with a text field as well, and didn't get the error, but got a "dong" error sound and it didn't do anything else. In Objective-C, you had to use the (assign) parameter to get this to work from what I understand.
What am I doing wrong?
You cannot store a weak reference to an NSTextView due to historical issues with Cocoa and AppKit. See details in the Clang documentation. NSTextView is marked as NS_AUTOMATED_REFCOUNT_WEAK_UNAVAILABLE in NSTextView.h, there are also a few other classes to lookout.
Have you tried a Swift unowned reference instead of weak, which is kind of like Objective-C's assign (what you'd use for an NSTextView outlet in Objective-C)?
Use #IBOutlet var scrollView: NSScrollView instead of #IBOutlet var textField: NSTextView.
Then create a property returns documentView in scrollView.
import Cocoa
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet var window: NSWindow
#IBOutlet var scrollView: NSScrollView
var textField: NSTextView {
get {
return scrollView.contentView.documentView as NSTextView
}
}
#IBAction func displaySomeText(AnyObject) {
textField.insertText("A string...")
}
func applicationDidFinishLaunching(aNotification: NSNotification?) {
// Insert code here to initialize your application
}
func applicationWillTerminate(aNotification: NSNotification?) {
// Insert code here to tear down your application
}
}
I have tried to replicate what you described. I have created a new OS X app using Xcode 6 beta 7. I have dropped a button and text view in the main form.
I think your problem is that the connection to the Text View object is not correct for some reason. To make things easier, I've connected the objects using control-drag, which adds the required code automatically. So first I've connected the Text View. To do this click on the text view object until Text View is selected. When I do this in my version of Xcode, the first time I click on the object, Bordered Scroll View is selected. Clicking on it again then selects Clip View. Finally, clicking on it again selects Text View. Now I control-drag from the object to the AppDelegate.swift code (It helps to display the Assistant Editor so that you have your form UI and code side-by-side).
By doing this I get this little window:
Notice that the type is NSTextView and the storage is Weak. I've only had to add the name and click Connect. This adds the following code in AppDelegate.swift:
#IBOutlet var textField: NSTextView!
The code is almost exactly like the one you have, except for the ! at the end of the line, which forces to unwrap the value of textField.
Just with that, the code as you have it in your question should work.
The other thing I would suggest is not to use insertText. According to Apple's documentation for NSTextView.insertText:
This method is the entry point for inserting text typed by the user
and is generally not suitable for other purposes. Programmatic
modification of the text is best done by operating on the text storage
directly.
As far as I understand this, programmatic modification of the text by operating on the text storage directly means dealing with NSText, which NSTextView inherits from. So instead, use NSText.string. This is how the click button action looks in my code:
#IBAction func displaySomeText(sender: NSButton) {
// If you want to add a new 'A string... ' every time you click the button
textField.string! += "A string... "
// otherwise just use
//textField.string = "A string..."
}
I have added the Button Action in the same way as I've added the Text View Outlet, by control-dragging, and, in this case, selecting NSButton as the sender, instead of leaving the default AnyObject.
#IBOutlet automatically makes a property weak IIRC, but weak doesn't automatically make a property optional. But it is required that a weak property be made optional, as the property could at any time be deallocated and made nil. So you have to declare your #IBOutlets as optional.
import Cocoa
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet var window: NSWindow? // Optional
#IBOutlet var textField: NSTextView?
#IBAction func displaySomeText(AnyObject) {
textField?.insertText("A string...") // Only call the method if the object exists
}
func applicationDidFinishLaunching(aNotification: NSNotification?) {
// Insert code here to initialize your application
}
func applicationWillTerminate(aNotification: NSNotification?) {
// Insert code here to tear down your application
}
}
Does the "dong" error suggest a responder chain problem? What if you call becomeFirstResponder on the text field before inserting the text?
To create a weak reference user the weak keyword:
example:
#IBOutlet weak var myView: UIView
In your case
#IBOutlet weak var textField: NSTextView