iBeacon Ranging in background - swift

I'm trying to set my application as a way to just start ringing in the background and get a notification when the user hit the shoulder button or home button(not all the time) and I don't want using background mode. So I coded this in swift, it works when my app is working in foreground and background for 10 seconds and ranging won't be restarted when the user illuminates his phone's screen. First I started background task and then in app delegate I was trying to start ranging for the beacon in the immediate range. Can someone help me about this?
#Background Task
class BackgroundTask1 : NSObject {
private let application: UIApplication!
private var identifier = UIBackgroundTaskInvalid
init(application: UIApplication) {
self.application = application
}
class func run(application: UIApplication, handler: (BackgroundTask1) -> ()) {
let backgroundTask = BackgroundTask1(application: application)
backgroundTask.begin()
handler(backgroundTask)
}
func begin() {
print("begin")
self.identifier = application.beginBackgroundTask {
self.end()
}
}
func end() {
if (identifier != UIBackgroundTaskInvalid) {
application.endBackgroundTask(identifier)
}
identifier = UIBackgroundTaskInvalid
}}
#AppDelegate
func init_()
{
let uuidString = "43F2ACD1-5522-4E0D-9E3F-4A828EA12C24"
let beaconRegionIdentifier = "Hello"
let beaconUUID:UUID = UUID(uuidString:uuidString)!
beaconRegion = CLBeaconRegion(proximityUUID: beaconUUID, identifier: beaconRegionIdentifier)
beaconRegion.notifyEntryStateOnDisplay = true
locationManager = CLLocationManager()
if (CLLocationManager.authorizationStatus() != CLAuthorizationStatus.authorizedWhenInUse) {
locationManager!.requestWhenInUseAuthorization()
}
locationManager!.delegate = self
locationManager!.pausesLocationUpdatesAutomatically=false
}
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
init_()
locationManager?.startRangingBeacons(in: beaconRegion)
return true
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
var timer = Timer()
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
BackgroundTask1.run(application:
application) { (BackgroundTask1_) in
DispatchQueue.global(qos: .default).async
{
DispatchQueue.main.async {
self.init_()
self.locationManager?.startRangingBeacons(in: self.beaconRegion)
}
}
}
}

Related

MPRemoteCommandCenter not available after changing audio session category

My app has got the option to allow its sound to be mixed with other apps.
According to Apple, MPRemoteCommandCenter is only available when apps do not allow for mixing.
Inside my app, when the user taps the button to change the mixWithOthers setting, the audio session is set accordingly.
However, even when the user switches back to not allow mixing anymore MPRemoteCommandCenter will not show up in lock screen until the app has been removed from cache (swiped up) and started again.
Is there a way to achieve the desired behaviour without having to re-start the app?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool {
UIApplication.shared.beginReceivingRemoteControlEvents()
}
var isMixWithOthersAllowed: Bool
func startProcess() {
setAudioSession {
setupMediaControls()
}
}
func setAudioSession(completion: #escaping () -> Void) {
let audioSession = AVAudioSession.sharedInstance()
do {
if isMixWithOthersAllowed {
try audioSession.setCategory(.playback, options: [.mixWithOthers])
/* The remote command center will not be available when mixing with others,
as stated by Apple in the docs. */
} else {
try audioSession.setCategory(.playback)
/* The remote command center should be available when switching back to
this category, but it will only show up after the app has been killed
and started fresh again. I'd like it to be available without restarting
the application. */
}
try audioSession.setActive(true)
} catch let error as NSError {
configureAudioSessionError = error
}
assert(configureAudioSessionError == nil, "Create audio session failed")
completion()
}
func setupMediaControls() {
let commandCenter = MPRemoteCommandCenter.shared()
commandCenter.playCommand.isEnabled = true
commandCenter.pauseCommand.isEnabled = true
commandCenter.nextTrackCommand.isEnabled = true
commandCenter.previousTrackCommand.isEnabled = true
// Setup handlers for commands
// ...
setupNowPlaying()
}
func setupNowPlaying() {
// Configure audio track metadata and update UI elements
}

Unity View is coming on top of current view

I am trying to integrate the Unity build for iOS into a pre-existing native app. I am using two buttons to start and stop the unity, but when I click on start, Unity view comes on the top of the current view and both the buttons disappear behind it. I used Unity 2019.1.11f1 for building the unity project.
Below is my App Delegate Code:
//
// AppDelegate.swift
// blue
//
// Created by Vikas Roy on 01/07/19.
// Copyright © 2019 MedleyOne. All rights reserved.
//
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
var application: UIApplication?
#objc var currentUnityController: UnityAppController!
var isUnityRunning = false
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
self.application = application
unity_init(CommandLine.argc, CommandLine.unsafeArgv)
currentUnityController = UnityAppController()
currentUnityController.application(application, didFinishLaunchingWithOptions: launchOptions)
return true
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
if isUnityRunning {
currentUnityController.applicationWillResignActive(application)
}
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
if isUnityRunning {
currentUnityController.applicationDidEnterBackground(application)
}
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
if isUnityRunning {
currentUnityController.applicationWillEnterForeground(application)
}
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
if isUnityRunning {
currentUnityController.applicationDidBecomeActive(application)
}
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
func startUnity() {
if !isUnityRunning
{
isUnityRunning = true
currentUnityController.applicationDidBecomeActive(application!)
}
}
func stopUnity() {
if isUnityRunning {
currentUnityController.applicationWillResignActive(application!)
isUnityRunning = false
}
}
}
Below is the View Controller Code:
//
// Unity3DViewController.swift
// blue
//
// Created by Vikas Roy on 25/07/19.
// Copyright © 2019 MedleyOne. All rights reserved.
//
import UIKit
class Unity3DViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
}
func showUnitySubView() {
if let unityView = UnityGetGLView() {
view?.insertSubview(unityView, at: 0)
}
}
#IBAction func StartUnity(_ sender: Any) {
if let appDelegate = UIApplication.shared.delegate as? AppDelegate
{
appDelegate.startUnity()
showUnitySubView()
}
}
#IBAction func StopUnity(_ sender: Any) {
if let appDelegate = UIApplication.shared.delegate as? AppDelegate
{
appDelegate.stopUnity()
}
}
}
I want buttons to always stay on the top of the unity view. Any idea where the issue can be?
In ViewContoller, where Unity is loading,
create an outlet of your button
and call this function in viewDidload() this way:
let unityView = UnityGetGLView()
unityView.addsubView(yourbutton)

Download in background in Swift

I'm trying to make my app download images in background. But when I press [Home] button, the app stop download. Is there any way to make it continue download even when I use another app? I have seen some apps can do like that but I don't know how.
This is what I've tried so far.
//
// AppDelegate.swift
// Swift-TableView-Example
//
// Created by Bilal ARSLAN on 11/10/14.
// Copyright (c) 2014 Bilal ARSLAN. All rights reserved.
//
import UIKit
import WebKit
protocol DownloadInBackgroundDelegate {
func downloadInBackgroundDidFinish(chapterid:Int, chaptername:String, storyid:Int, progressPercent:Float)
}
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
var shareCache = NSURLCache()
var downloadDelegate:DownloadInBackgroundDelegate? = nil
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
// Override point for customization after application launch.
var navigationBarAppearace = UINavigationBar.appearance()
application.setStatusBarOrientation(UIInterfaceOrientation.PortraitUpsideDown, animated: false)
self.startDownload()
return true
}
func application(application: UIApplication,
didReceiveRemoteNotification userInfo: [NSObject : AnyObject],
fetchCompletionHandler completionHandler: (UIBackgroundFetchResult) -> Void) {
}
func applicationWillResignActive(application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
func applicationDidEnterBackground(application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
FBAppEvents.activateApp()
}
func applicationWillTerminate(application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
func application(application: UIApplication, didRegisterForRemoteNotificationsWithDeviceToken deviceToken: NSData) {
}
func application(application: UIApplication, didFailToRegisterForRemoteNotificationsWithError error: NSError) {
}
func application(application: UIApplication, didReceiveRemoteNotification userInfo: [NSObject : AnyObject]) {
}
func applicationDidReceiveMemoryWarning(application: UIApplication) {
NSURLCache.sharedURLCache().removeAllCachedResponses()
}
func application(application: UIApplication, willChangeStatusBarOrientation newStatusBarOrientation: UIInterfaceOrientation, duration: NSTimeInterval) {
application.windows
}
func startDownload(){
var filesPath = [String]()
filesPath.append("https://developer.apple.com/library/ios/documentation/iphone/conceptual/iphoneosprogrammingguide/iphoneappprogrammingguide.pdf")
filesPath.append("https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/MobileHIG.pdf")
filesPath.append("https://developer.apple.com/library/ios/documentation/NetworkingInternetWeb/Conceptual/NetworkingOverview/NetworkingOverview.pdf")
filesPath.append("https://developer.apple.com/library/ios/documentation/AudioVideo/Conceptual/AVFoundationPG/AVFoundationPG.pdf")
filesPath.append("http://manuals.info.apple.com/MANUALS/1000/MA1565/en_US/iphone_user_guide.pdf")
downloadFiles(0, filesPath: filesPath)
}
func downloadFiles(index: Int, filesPath: [String]) -> Void {
var imgURL: NSURL = NSURL(string: filesPath[index].stringByTrimmingCharactersInSet(.whitespaceAndNewlineCharacterSet()).stringByAddingPercentEscapesUsingEncoding(NSUTF8StringEncoding)!)!
let request: NSURLRequest = NSURLRequest(URL: imgURL)
NSURLConnection.sendAsynchronousRequest(request, queue: NSOperationQueue.mainQueue(), completionHandler: {(response: NSURLResponse!,data: NSData!,error: NSError!) -> Void in
var fileCacheName = String(format: "%04d", index)
dispatch_async(dispatch_get_main_queue(), {
var fileExt = (data != nil && error == nil) ? Utility.checkImageType(data) : ""
let paths = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)[0] as! String
let imagePath = paths.stringByAppendingPathComponent("\(fileCacheName).png")
if data.writeToFile(imagePath, atomically: false)
{
println("saved")
}
if index < filesPath.count - 1
{
var nextIndex:Int = index + 1
self.downloadFiles(nextIndex, filesPath: filesPath)
}
})
})
}
}
Answer
Based on the comment below, I found this thread : objective c - Proper use of beginBackgroundTaskWithExpirationHandler . I can solve my problem with it.
For downloading and storing of the images, instead of writing the logic yourself, I suggest you use some well known libraries, like:
https://github.com/Haneke/Haneke
https://github.com/rs/SDWebImage
Reason behind that is those libraries are well tested, quite robust and mainly very easy to use for basic tasks.
Now for the background download, there is beginBackgroundTaskWithExpirationHandler: that is specifically designed to do that. When you use it, you will get few more minutes to execute whatever you need (after that limit, your application will get terminated no matter what).
You can write following methods:
func beginBackgroundTask() -> UIBackgroundTaskIdentifier {
return UIApplication.sharedApplication().beginBackgroundTaskWithExpirationHandler({})
}
func endBackgroundTask(taskID: UIBackgroundTaskIdentifier) {
UIApplication.sharedApplication().endBackgroundTask(taskID)
}
When you want to use it, you just simple begin / end the task when starting / finishing the download call:
// Start task
let task = self.beginBackgroundTask()
// Do whatever you need
self.someBackgroundTask()
// End task
self.endBackgroundTask(task)
Hope it helps!
Use beginBackgroundTaskWithExpirationHandler: from the UIApplication to start a background task when the app enters the background
See Apple's document on multitasking background execution for details. See download in background in iphone its a similar question.

Battery Full Charge Notification in Swift

I am working on an app which needs to notify users when battery fully charged from Inactive State.Following code works ok only within the app.I am getting an UIAlertView when i open the app and notification fired when the app goes to foreground or background mode.but not much happening when app is in inactive State.can someone help me what missing in the following code.
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
// Override point for customization after application launch.
var localNotification = launchOptions?[UIApplicationLaunchOptionsLocalNotificationKey] as! UILocalNotification!
application.registerUserNotificationSettings(UIUserNotificationSettings(forTypes: UIUserNotificationType.Sound |
UIUserNotificationType.Alert | UIUserNotificationType.Badge, categories: nil))
if (localNotification != nil){
application.applicationIconBadgeNumber = 0
}
return true
}
func application(application: UIApplication, didReceiveLocalNotification notification: UILocalNotification) {
var state: UIApplicationState = UIApplication.sharedApplication().applicationState
if state == UIApplicationState.Active
{
var alert: UIAlertView = UIAlertView(title: "Fully charged", message: notification.alertBody, delegate: self, cancelButtonTitle: "OK")
alert.show()
}
application.applicationIconBadgeNumber = 0
}
func ViewDidLoad() {
UIDevice.currentDevice().batteryMonitoringEnabled = true
NSNotificationCenter.defaultCenter().addObserver(self, selector: "notifyFullyCharged:", name: UIDeviceBatteryLevelDidChangeNotification, object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: "notifyFullyCharged:", name: UIDeviceBatteryStateDidChangeNotification, object: nil)
}
func notifyFullyCharged() {
UIDevice.currentDevice().batteryMonitoringEnabled = true
var batterylevel: Float = UIDevice.currentDevice().batteryLevel
if UIDevice.currentDevice().batteryLevel==1.0 && UIDevice.currentDevice().batteryState==UIDeviceBatteryState.Charging {
var localNotification: UILocalNotification = UILocalNotification()
localNotification.fireDate = nil
localNotification.alertBody = "Unplug your device. Your battery has been fully charged."
localNotification.alertAction = "Touch to view"
localNotification.timeZone = NSTimeZone.defaultTimeZone()
localNotification.soundName = UILocalNotificationDefaultSoundName
localNotification.repeatInterval = NSCalendarUnit.CalendarUnitMinute
localNotification.applicationIconBadgeNumber = UIApplication.sharedApplication().applicationIconBadgeNumber + 1
UIApplication.sharedApplication().scheduleLocalNotification(localNotification)
}
}
func applicationWillResignActive(application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game
notifyFullyCharged()
application.applicationIconBadgeNumber = 0
}
func applicationDidEnterBackground(application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
notifyFullyCharged()
application.applicationIconBadgeNumber = 0
}
func applicationWillEnterForeground(application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
notifyFullyCharged()
application.applicationIconBadgeNumber = 0
}
func applicationDidBecomeActive(application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
notifyFullyCharged()
application.applicationIconBadgeNumber = 0
}
func applicationWillTerminate(application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}

Not able to set Interactive Push Notifications on iOS8

I was already able to set Interactive LOCAL notifications, but the Remote notifications aren't working. I'm using Parse.com to send the JSON
My AppDelegate.Swift looks like this:
//
// AppDelegate.swift
// SwifferApp
//
// Created by Training on 29/06/14.
// Copyright (c) 2014 Training. All rights reserved.
//
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: NSDictionary?) -> Bool {
UINavigationBar.appearance().barTintColor = UIColor.orangeColor()
UINavigationBar.appearance().tintColor = UIColor.whiteColor()
Parse.setApplicationId("eUEC7O4Jad0Kt3orqRouU0OJhkGuE20n4uSfrLYE", clientKey: "WypmaQ8XyqH26AeWIANttqwUjRJR4CIM55ioXvez")
let notificationTypes:UIUserNotificationType = UIUserNotificationType.Alert | UIUserNotificationType.Badge | UIUserNotificationType.Sound
let notificationSettings:UIUserNotificationSettings = UIUserNotificationSettings(forTypes: notificationTypes, categories: nil)
UIApplication.sharedApplication().registerUserNotificationSettings(notificationSettings)
return true
}
func application(application: UIApplication!, didRegisterUserNotificationSettings notificationSettings: UIUserNotificationSettings!) {
UIApplication.sharedApplication().registerForRemoteNotifications()
}
func application(application: UIApplication!, didRegisterForRemoteNotificationsWithDeviceToken deviceToken: NSData!) {
let currentInstallation:PFInstallation = PFInstallation.currentInstallation()
currentInstallation.setDeviceTokenFromData(deviceToken)
currentInstallation.saveInBackground()
}
func application(application: UIApplication!, didFailToRegisterForRemoteNotificationsWithError error: NSError!) {
println(error.localizedDescription)
}
func application(application: UIApplication!, didReceiveRemoteNotification userInfo:NSDictionary!) {
var notification:NSDictionary = userInfo.objectForKey("aps") as NSDictionary
if notification.objectForKey("content-available"){
if notification.objectForKey("content-available").isEqualToNumber(1){
NSNotificationCenter.defaultCenter().postNotificationName("reloadTimeline", object: nil)
}
}else{
PFPush.handlePush(userInfo)
}
}
func applicationWillResignActive(application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
func applicationDidEnterBackground(application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
}
on Parse, I'm setting the Push payload like this:
{
"alert": "Tune in for the World Series, tonight at 8pm EDT",
"badge": "Increment",
"sound": "chime",
"category": "FIRST_CATEGORY"
}
and I receive the push, but not with the custom buttons I've set.
I'm not sure if my problem is the same to yours (Make sure your problem is not due to Parse). Just post my solution here in case anyone else would encounter the same issue.
My problem is in the notification category.
Make sure you have set the category when registering the notification settings (I'm using Objective-C, no much difference):
UIMutableUserNotificationCategory *notificationCategory = [[UIMutableUserNotificationCategory alloc] init];
notificationCategory.identifier = #"CallNotificationCategory";
[notificationCategory setActions:#[declineAction, answerAction] forContext:UIUserNotificationActionContextDefault];
NSSet *categories = [[NSSet alloc] initWithObjects:notificationCategory, nil];
And, when you send remote notification, make sure you have "category" in the payload and the value is the same as you defined in the client. In my case it's something like:
{
"alert": "Tune in for the World Series, tonight at 8pm EDT",
"badge": "Increment",
"sound": "chime",
"category": "CallNotificationCategory"
}
This is in case if anyone comes across this problem while using Firebase Remote Notifications.
Just ask the backend developer to send:
"notification" : {
"title" : YOUR_TITLE,
"body" : YOUR_BODY,
"click_action" : YOUR_CATEGORY_NAME
}
You need to pass categories while registering for APNS.
Look at my sample :
var replyAction : UIMutableUserNotificationAction = UIMutableUserNotificationAction()
replyAction.identifier = "REPLY_ACTION"
replyAction.title = "Yes, I need!"
replyAction.activationMode = UIUserNotificationActivationMode.Background
replyAction.authenticationRequired = false
var replyCategory : UIMutableUserNotificationCategory = UIMutableUserNotificationCategory()
replyCategory.identifier = "REPLY_CATEGORY"
let replyActions:NSArray = [replyAction]
replyCategory.setActions(replyActions, forContext: UIUserNotificationActionContext.Default)
replyCategory.setActions(replyActions, forContext: UIUserNotificationActionContext.Minimal)
let categories = NSSet(object: replyCategory)
let settings : UIUserNotificationType = UIUserNotificationType.Sound | UIUserNotificationType.Alert | UIUserNotificationType.Badge
UIApplication.sharedApplication().registerUserNotificationSettings(UIUserNotificationSettings(forTypes: settings, categories: categories))
UIApplication.sharedApplication().registerForRemoteNotifications()
This worked for me to get interactive push notifications displaying and working in Swift with Parse. Note that you need to create a UIMutableNotificationAction for each interactive button you want to create. Source below goes into much more detail of configuring options for buttons.
In your app delegate file:
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
let notificationTypes:UIUserNotificationType = UIUserNotificationType.Alert | UIUserNotificationType.Badge | UIUserNotificationType.Sound
var notificationActionAccept :UIMutableUserNotificationAction = UIMutableUserNotificationAction()
notificationActionAccept.identifier = "ACCEPT_IDENTIFIER"
notificationActionAccept.title = "Accept"
notificationActionAccept.destructive = true
notificationActionAccept.authenticationRequired = false
notificationActionAccept.activationMode = UIUserNotificationActivationMode.Background
var notificationCategory:UIMutableUserNotificationCategory = UIMutableUserNotificationCategory()
notificationCategory.identifier = "CallNotificationCategory"
notificationCategory .setActions([notificationActionAccept], forContext: UIUserNotificationActionContext.Default)
let notificationSettings:UIUserNotificationSettings = UIUserNotificationSettings(forTypes: notificationTypes, categories: NSSet(array:[notificationCategory]))
UIApplication.sharedApplication().registerUserNotificationSettings(notificationSettings)
return true
}
And in Parse Cloud when you send the push, you would match the category to the UIMutableUserNotificationCategory like #Xialin mentioned above.
Looks like you weren't setting categories or at least not setting them until after you had registered the UINotificationSettings - you need to set them before or it won't work.
I got most of this info at the link below. It goes into more detail if needed. Hope this helps:
http://thecodeninja.tumblr.com/post/90742435155/notifications-in-ios-8-part-2-using-swift-what-is