Using a UISegmentedControl like a UISwitch - swift

Is it possible to use a UISegmentedControl with 3 segments as if it was a three-way UISwitch? I tried to use one as a currency selector in the settings section of my app with no luck, it keeps reseting to the first segment when I switch views and that creates a big mess.
I proceeded like that:
IBAction func currencySelection(_ sender: Any) {
switch segmentedControl.selectedSegmentIndex {
case 0:
WalletViewController.currencyUSD = true
WalletViewController.currencyEUR = false
WalletViewController.currencyGBP = false
MainViewController().refreshPrices()
print(0)
case 1:
WalletViewController.currencyUSD = false
WalletViewController.currencyEUR = true
WalletViewController.currencyGBP = false
MainViewController().refreshPrices()
print(1)
case 2:
WalletViewController.currencyUSD = false
WalletViewController.currencyEUR = false
WalletViewController.currencyGBP = true
MainViewController().refreshPrices()
print(2)
default:
break
}
}

The UISegmentedControl is implemented in the
SettingsViewController of the app to choose between currencies to
display in the MainViewController.
(Taken from a comment in #pacification's answer.)
This was the missing piece I was looking for. It provides a lot of context.
TL;DR;
Yes, you can use a three segment UISegmentedControl as a three-way switch. The only real requirement is that you can have only one value or state selected.
But I wasn't grasping why your code referred to two view controllers and some of switching views resulting in resetting the segment. One very good way to do what you want is to:
Have MainViewController present SettingsViewController. Presenting it modally means the user is only doing one thing at a time. When they are making setting changes, you do not want them adding new currency values.
Create a delegate protocol in SettingsViewController and make MainViewController conform to it. This tightly-couples changes made to the settings to the view controller interested in what those changes are.
Here's a template for what I'm talking about:
SettingsViewController:
protocol SettingsVCDelegate {
func currencyChanged(sender: SettingsViewController)
}
class SettingsViewController : UIViewController {
var delegate:SettingsVCDelegate! = nil
var currency:Int = 0
#IBAction func valueChanged(_ sender: UISegmentedControl) {
currency = sender.selectSegmentIndex
delegate.currencyChanged(sender:self)
}
}
MainViewController:
class MainViewController: UIViewController, SettingsVCDelegate {
var currency:Int = 0
let settingsVC = SettingsViewController()
override func viewDidLoad() {
super.viewDidLoad()
settingsVC.delegate = self
}
func presentSettings() {
present(settingsVC, animated: true, completion: nil)
}
func currencyChanged(sender:SettingsViewController) {
currency = sender.currency
}
}
You can also create an enum of type Int to make your code more readable, naming each value as currencyUSD, currencyEUR, and currencyGBP. I'll leave that to you as a learning exercise.

it keeps reseting to the first segment when I switch views
yes, it is. to avoid this situation you should set the correct switch value to the segmentedControl.selectedSegmentIndex every time when you load your view with UISegmentedControl.
UPD
Ok, the behavior of MainViewController can be similar to this:
final class MainViewController: UIViewController {
private var savedValue = 0
override func viewDidLoad() {
super.viewDidLoad()
}
func openSettingsController() {
let viewController = SettingsController.instantiate() // simplify code a bit. use the full controller initialization
viewController.configure(value: savedValue, onValueChanged: { [unowned self] value in
self.savedValue = value
})
navigationController?.pushViewController(viewController, animated: true)
}
}
And the SettingsViewController:
final class SettingsViewController: UIViewController {
#IBOutlet weak var segmentedControl: UISegmentedControl!
private var value: Int = 0
var onValueChanged: ((Int) -> Void)?
func configure(value: Int, onValueChanged: #escaping ((Int) -> Void)) {
self.value = value
self.onValueChanged = onValueChanged
}
override func viewDidLoad() {
super.viewDidLoad()
segmentedControl.selectedSegmentIndex = value
}
#IBAction func valueChanged(_ sender: UISegmentedControl) {
onValueChanged?(sender.selectedSegmentIndex)
}
}
The main idea that you should keep your selected value if you moving from SettingsViewController. For this thing you can create closure
var onValueChanged: ((Int) -> Void)?
that pass back to MainViewController the selected UISegmentedControl value. And in future when you will open the SettingsViewController again you just configure() this value and set it to UI.

Related

Why would NSWindowController return nil-value window property?

I'm using modal sheets (slide down from top) to get user input. I currently have 2 that I think are identical except for the UI, each a NIB + NSWindowController-subclass pair. One works as expected, binding input to an array controller and table view. When trying to use the other, the window property of the NSWindowController is nil.
This code works:
#IBAction func addItemButtonClicked(_ button: NSButton) {
let window = document?.windowForSheet
let windowController = NewItemSheetController()
windowController.typeChoices = newItemSheetTypeChoices
windowController.windowTitle = newItemSheetTitle
print(#function, windowController.window) // output below
window?.beginSheet(windowController.window!, completionHandler: { response in
// The sheet has finished. Did user click OK?
if response == NSApplication.ModalResponse.OK {
let structure = (self.newItemSheetController?.structure)!
self.document?.dataSource.structures.append(structure)
}
// All done with window controller.
self.newItemSheetController = nil
})
newItemSheetController = windowController
}
The output of the print statement: "addItemButtonClicked(_:) Optional()"
This code doesn't:
#IBAction func addItemButtonClicked(_ button: NSButton) {
let window = document?.windowForSheet
let windowController = NewRecurrenceItemSheetController()
windowController.windowTitle = newItemSheetTitle
print(#function, windowController.window)
window?.beginSheet(windowController.window!, completionHandler: { response in
// The sheet has finished. Did user click OK?
if response == NSApplication.ModalResponse.OK {
let recurrence = (self.newItemSheetController?.recurrence)!
self.document?.dataSource.recurrences.append(recurrence)
}
// All done with window controller.
self.newItemSheetController = nil
})
newItemSheetController = windowController
}
The output of the print statement: "addItemButtonClicked(_:) nil"
Classes NewItemSheetController and NewRecurrenceItemSheetController are subclasses of NSWindowController and differ only with NSNib.Name and properties related to differing UI. As far as I can see, the XIBs and Buttons are "wired" similarly. The XIBs use corresponding File's Owner. Window objects have default class.
#objcMembers
class NewItemSheetController: NSWindowController {
/// other properties here
dynamic var windowTitle: String = "Add New Item"
override var windowNibName: NSNib.Name? {
return NSNib.Name(stringLiteral: "NewItemSheetController")
}
override func windowDidLoad() {
super.windowDidLoad()
titleLabel.stringValue = windowTitle
}
// MARK: - Outlets
#IBOutlet weak var titleLabel: NSTextField!
#IBOutlet weak var typeChooser: NSPopUpButton!
// MARK: - Actions
#IBAction func okayButtonClicked(_ sender: NSButton) {
window?.endEditing(for: nil)
dismiss(with: NSApplication.ModalResponse.OK)
}
#IBAction func cancelButtonClicked(_ sender: NSButton) {
dismiss(with: NSApplication.ModalResponse.cancel)
}
func dismiss(with response: NSApplication.ModalResponse) {
window?.sheetParent?.endSheet(window!, returnCode: response)
}
}
Why does one return instantiate a windowController object with a nil-valued window property?
In Interface Builder, the XIB Window needed to be attached to File's Owner with a Window outlet and delegate. Thanks #Willeke.

Swift - How to use a closure to fire a function in a view model?

I am watching the video series
Swift Talk #5
Connecting View Controllers
url: https://talk.objc.io/episodes/S01E05-connecting-view-controllers
In this video series they remove all the prepareForSegue and use an App class to handle the connection between different view controllers.
I want to replicate this, but specifically only in my current view model; but what I don't get is how to connect view controllers through a view model (or even if you're meant to)
In their code, at github: https://github.com/objcio/S01E05-connecting-view-controllers/blob/master/Example/AppDelegate.swift
They use do this within their view controller
var didSelect: (Episode) -> () = { _ in }
This runs;
func showEpisode(episode: Episode) {
let detailVC = storyboard.instantiateViewControllerWithIdentifier("Detail") as! DetailViewController
detailVC.episode = episode
navigationController.pushViewController(detailVC, animated: true)
}
In the same way, I want to use my ViewController to use my ViewModel for a menu button press (relying on tag).
My code follows;
struct MainMenuViewModel {
enum MainMenuTag: Int {
case newGameTag = 0
}
func menuButtonPressed(tag: Int) {
guard let tagSelected = MainMenuTag.init(rawValue: tag) else {
return
}
switch tagSelected {
case .newGameTag:
print ("Pressed new game btn")
break
}
}
func menuBtnDidPress(tag: Int) {
print ("You pressed: \(tag)")
// Do a switch here
// Go to the next view controller? Should the view model even know about navigation controllers, pushing, etc?
}
}
class MainMenuViewController: UIViewController {
#IBOutlet var mainMenuBtnOutletCollection: [UIButton]!
var didSelect: (Int) -> () = { _ in }
override func viewDidLoad() {
super.viewDidLoad()
}
#IBAction func mainMenuBtnPressed(_ sender: UIButton) {
let tag = (sender).tag
self.didSelect(tag)
}
}
What I don't understand is how do I connect the command
self.didSelect(tag)
to the function
func menuButtonPressed(tag: Int)
within my ViewModel
As I understand it, according to the swift talk video is that the idea is that the view controller are "plain" and that the view model handles all the major stuff, like menu button presses and then moving to different view controllers as necessary.
How do I connect the didSelect item to my viewModel function?
Thank you.
You should set didSelect property for your controller like here:
func showEpisode(episode: Episode) {
let detailVC = storyboard.instantiateViewControllerWithIdentifier("Detail") as! DetailViewController
detailVC.episode = episode
detailVC.didSelect = { episode in
// do whatever you need
// for example dismiss detailVC
self.navigationController.popViewController(animated: true)
// or call the model methods
self.model.menuButtonPressed(episode)
}
navigationController.pushViewController(detailVC, animated: true)
}

How To Use UserDefaults with Bool (Swift) [duplicate]

I'm trying to save a bool value to UserDefaults from a UISwitch, and retrieve it in another view. However, I've tried following multiple tutorials and stack answers and none seem to work.
This is how I'm saving it:
class SettingsViewController: UITableViewController {
#IBOutlet weak var soundSwitchOutlet: UISwitch!
#IBAction func soundSwitch(_ sender: UISwitch) {
UserDefaults.standard.set(soundSwitchOutlet.isOn, forKey: "sound")
}
and this is how I'm trying to retrieve it in another view:
if let savedValue = UserDefaults.standard.bool(forKey: "sound") {
boolValue = savedValue
}
//this is inside viewDidLoad and "boolValue" was declared outside viewDidLoad//
For a reason this code is giving me errors and none of the things I've tried have worked. How can I save a bool to UserDefaults and retrieve it in another view?
Edit: I think I fixed the first part. However, the way I'm retrieving the boolean seems to be totally wrong. Also: No other stackExchange answer responds to what I'm asking, at least not in swift.
As Leo mentioned in the comments bool(forKey returns a non-optional Bool. If the key does not exist false is returned.
So it's simply
boolValue = UserDefaults.standard.bool(forKey: "sound")
Calling synchronize() as suggested in other answers is not needed. The framework updates the user defaults database periodically.
Do it like this.
In your first view controller.
create an IBoutlet connection to your UISwitch
And then the action for your UISwitch. so in the end, your first view controller should look like this.
import UIKit
class FirstViewController: UIViewController {
#IBOutlet weak var myswitch: UISwitch! // Outlet connection to your UISwitch (just control+ drag it to your controller)
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
#IBAction func myswitchAction(_ sender: Any) { // Action for your UISwitch
var myswitctBool : Bool = false // create a local variable that holds your bool value. assume that in the beginning your switch is offed and the boolean value is `false`
if myswitch.isOn == true { // when user turn it on then set the value to `true`
myswitctBool = true
}
else { // else set the value to false
myswitctBool = false
}
// finally set the value to user default like this
UserDefaults.standard.set(myswitctBool, forKey: "mySwitch")
//UserDefaults.standard.synchronize() - this is not necessary with iOS 8 and later.
}
}
End of the first view controller
Now in your second view controller
you can get the value of userdefault, which you set in first view controller. I put it in the viewdidload method to show you how it works.
import UIKit
class SecondViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let myswitchBoolValuefromFirstVc : Bool = UserDefaults.standard.bool(forKey: "mySwitch")// this is how you retrieve the bool value
// to see the value, just print those with conditions. you can use those for your things.
if myswitchBoolValuefromFirstVc == true {
print("true")
}
else {
print("false")
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
Hope this will help to you. good luck
Use this line of code:
#IBAction func soundSwitch(_ sender: UISwitch) {
UserDefaults.standard.set(soundSwitchOutlet.isOn, forKey: "sound")
}
insteadof :
#IBAction func soundSwitch(_ sender: UISwitch) {
UserDefaults.standard.set(soundSwitchOutlet, forKey: "sound")
}
Try this:
#IBAction func soundSwitchs(_ sender: Any)
{
UserDefaults.standard.set(soundSwitchOutlet.isOn, forKey: "sound")
UserDefaults.standard.synchronize()
}
//this is inside viewDidLoad and "boolValue" was declared outside viewDidLoad//
boolValue = UserDefaults.standard.bool(forKey: "sound")

How to call extension methods in overrideViewDidLoad in swift

I have the following code:
extension ViewController {
func AddLeftGesture(){
let SwipeLeft:UITapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(MyDismissOnSwipeLeft))
self.view.addGestureRecognizer(SwipeLeft)
}
func MyDismissOnSwipeLeft(){
self.dismiss(animated: true, completion: nil)
}
and What I would like to accomplish is that override the viewDidLoad and
call AddLeftGesture method so that it'll be part of each VC I make
and I don't have to type it again and again in each viewDidLoad,
is this possible? or do you guys have any other suggestions?
well I don't think it's a good idea, because typically viewDidLoad is used for setting most properties and if you would like to override it in a view controller you should write it again.What I can suggest is that to make a base ViewController and add this code in the viewDidLoad of that and then subclass every viewController from the base view controller , This way whenever you want to change anything you just call super.viewDidLoad
class BaseViewController: UIViewController{
override func viewDidLoad() {
super.viewDidLoad()
addLeftGesture()
}
}
class CustomViewController: BaseViewController{
}
Make this class which inherits UITapGestureRecognizer
open class BlockTap: UITapGestureRecognizer {
fileprivate var tapAction: ((UITapGestureRecognizer) -> Void)?
public override init(target: Any?, action: Selector?) {
super.init(target: target, action: action)
}
public convenience init (
tapCount: Int = 1,
fingerCount: Int = 1,
action: ((UITapGestureRecognizer) -> Void)?) {
self.init()
self.numberOfTapsRequired = tapCount
#if os(iOS)
self.numberOfTouchesRequired = fingerCount
#endif
self.tapAction = action
self.addTarget(self, action: #selector(BlockTap.didTap(_:)))
}
open func didTap (_ tap: UITapGestureRecognizer) {
tapAction? (tap)
}
}
then make an extension of UIView
extension UIView {
public func addTapGesture(tapNumber: Int = 1, action: ((UITapGestureRecognizer) -> ())?) {
let tap = BlockTap(tapCount: tapNumber, fingerCount: 1, action: action)
addGestureRecognizer(tap)
isUserInteractionEnabled = true
}
}
Then You can use this as
override func viewDidLoad() {
super.viewDidLoad()
self.view.addTapGesture(action: {[unowned self] (_) in
//Do whatever on click of View
})
}
Hope it helps!
There's two options AFAIK. Either you can subclass UIViewController and then make all of your controllers inherit from the subclassed one, or you can swizzle UIViewController's viewDidLoad().
I personally would choose swizzling, although it has one disadvantage - it hides the implementation and might be confusing for a new developer coming onto a project. So make sure you document this properly, somewhere in your project README and in the code as well.
Now for some code examples:
Subclassing UIViewController
MyViewController.swift
class MyViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
addGesture()
}
func addGesture() {
// Do what you need
}
}
class OtherViewController: MyViewController {
// Automatically will add gesture because it's a subclass of MyViewController
}
Swizzling viewDidLoad
What method swizzling does is, that it exchanges implementations of your methods. That simply means that the name of your function points at code from a different function. For more information on this topic read this article.
UIViewController+Swizzle.swift
static func swizzle(selector originalSelector: Selector,
with newSelector: Selector,
on targetClass: AnyClass) {
let originalMethod = class_getInstanceMethod(targetClass, originalSelector)
let swizzledMethod = class_getInstanceMethod(targetClass, newSelector)
// If we were able to add the swizzled function, replace methods.
// Otherwise exchange implementations if method already exists.
if class_addMethod(targetClass, originalSelector,
method_getImplementation(swizzledMethod),
method_getTypeEncoding(swizzledMethod)) {
class_replaceMethod(targetClass, newSelector,
method_getImplementation(originalMethod),
method_getTypeEncoding(originalMethod))
} else {
method_exchangeImplementations(originalMethod, swizzledMethod)
}
}
extension UIViewController {
// This function is getting called automatically by the runtime,
// when this class is loaded to perform some additional intiialization.
// However, this has now been deprecated in Swift, so only option is to
// declare a static function which you need to remember to call from
// somewhere, preferably early in your app initialization, like your
// didFinishLaunching function in AppDelegate or even AppDelegate's init
// function. I kept the initialize function in the code as a reference,
// however you would probably want to write it like in the comment
// below, to silence the warning.
//
// class func swizzle()
//
open override class func initialize() {
if self != UIViewController.self { return }
let swizzlingClosure: () = {
swizzle(selector: #selector(UIViewController.viewDidLoad),
with: #selector(UIViewController.swizzled_viewDidLoad),
on: UIViewController.self)
}()
swizzlingClosure
}
#objc private func swizzled_viewDidLoad() {
// Calls the original implementation,
// because implementations are switched.
swizzled_viewWillAppear(animated)
// Do whatever you need
addGesture()
}
#objc func addGesture() {
// Add your gesture
}
}

NSComboBox getGet value on change

I am new to OS X app development. I manage to built the NSComboBox (Selectable, not editable), I can get it indexOfSelectedItem on action button click, working fine.
How to detect the the value on change? When user change their selection, what kind of function I shall use to detect the new selected index?
I tried to use the NSNotification but it didn't pass the new change value, always is the default value when load. It is because I place the postNotificationName in wrong place or there are other method should use to get the value on change?
I tried searching the net, video, tutorial but mostly written for Objective-C. I can't find any answer for this in SWIFT.
import Cocoa
class NewProjectSetup: NSViewController {
let comboxRouterValue: [String] = ["No","Yes"]
#IBOutlet weak var projNewRouter: NSComboBox!
#IBAction func btnAddNewProject(sender: AnyObject) {
let comBoxID = projNewRouter.indexOfSelectedItem
print(“Combo Box ID is: \(comBoxID)”)
}
#IBAction func btnCancel(sender: AnyObject) {
self.dismissViewController(self)
}
override func viewDidLoad() {
super.viewDidLoad()
addComboxValue(comboxRouterValue,myObj:projNewRouter)
self.projNewRouter.selectItemAtIndex(0)
let notificationCenter = NSNotificationCenter.defaultCenter()
notificationCenter.addObserver(
self,
selector: “testNotication:”,
name:"NotificationIdentifier",
object: nil)
NSNotificationCenter.defaultCenter().postNotificationName("NotificationIdentifier", object: projNewRouter.indexOfSelectedItem)
}
func testNotication(notification: NSNotification){
print("Found Combo ID \(notification.object)")
}
func addComboxValue(myVal:[String],myObj:AnyObject){
let myValno: Int = myVal.count
for var i = 0; i < myValno; ++i{
myObj.addItemWithObjectValue(myVal[i])
}
}
}
You need to define a delegate for the combobox that implements the NSComboBoxDelegate protocol, and then use the comboBoxSelectionDidChange(_:) method.
The easiest method is for your NewProjectSetup class to implement the delegate, as in:
class NewProjectSetup: NSViewController, NSComboBoxDelegate { ... etc
Then in viewDidLoad, also include:
self.projNewRouter.delegate = self
// self (ie. NewProjectSetup) implements NSComboBoxDelegate
And then you can pick up the change in:
func comboBoxSelectionDidChange(notification: NSNotification) {
print("Woohoo, it changed")
}