I have created a local notification in Swift which gives the option to end a current game without having to go back in to the app. That's all fine and works as it should. The issue I'm having is that if the user does this, I don't want them to go back to the Game view controller if that happens to be the last view that was open when the app entered the background. I would like them to go back to the app's Home view controller instead.
I expected to be able to add a perform segue to my Game view controller in the following way, should the criteria match. I tried adding it to viewDidAppear(), but it didn't work:
override func viewDidAppear(animated: Bool) {
if isThereACurrentGame() == false {
performSegueWithIdentifier("unwindToHomeScreen", sender: self)
}
}
Is this something to do with viewDidAppear() not being called when the app comes back to the foreground? If so, what might an alternative be?
P.S. My isThereACurrentGame() function works as it should, as does the performSegueWithIdentifier elsewhere in the view controller, so these aren't the cause of the problem.
Related
I am writing a macOS application with multiple view controllers, using Storyboards.
In my main View Controller I would like to be able to copy and paste data to the NSPasteboard. The data is related to buttons displayed to the user, and the exact data to be copied varies depending on which button has most recently been pressed/selected.
I would like to be able to override the standard behaviour of the Copy and Paste NSMenuItems when my main View Controller is the front most (key) window, but revert to back to standard behaviour when other windows are in the foreground, as they all contain NSTextFields which can be copied/pasted into.
I have done a lot of googling, and overriding this behaviour is not very well documented. I can achieve it globally by adding an IBAction into the App Delegate, which I could use to call a function in whichever View Controller is key, but this doesn't feel like a very elegant solution.
Currently my IBAction in the App Delegate looks like this:
#IBAction func copy(_ sender: Any) {
if let window = NSApplication.shared.keyWindow {
if let splitView = window.contentViewController as? SplitViewController {
if let controlVC = splitView.controlItem.viewController as? ControlViewController {
controlVC.copyAction(self)
}
}
}
}
Am I missing a neater solution?
Thanks,
Dan
I'm building a Safari App Extension using XCode 8.3 and Swift 3, following the Safari App Extension Programming Guide. The extension includes a popover that appears when the extension's toolbar item is clicked. The popover view contains a few buttons linked to actions the user can perform.
I want clicking one of these buttons to close the popover after its action has been performed. By default, clicking anywhere outside of a popover closes it, but I haven't been able to find any other way to close the popover, either in the guide or in the docs.
I know that NSPopover has a performClose method, but there doesn't appear to be a way to access the popover itself from within the extension: the app extension only lets you provide a SFSafariExtensionViewController, whose contents magically appear within the popover.
I've also tried using dismissViewController as described in this StackOverflow answer, but in my view controller self.presenting is always nil, and self.dismissViewController(self) just crashes the extension with the message:
dismissViewController:: Error: maybe this view controller was not presented?.
Lastly, I noticed a related question about programmatically opening the toolbar item popover has gone unanswered the past 6 months. This leads me to suspect Apple may simply have strict limits on how the popover can be opened and closed. Even if this is the case, it would be nice to know for sure what the limitations are.
I'll add an answer in case anyone stumbles upon this question.
A dissmissPopover() instance method has been added to the SFSafariExtensionViewController class. This can be used to programatically close the popover.
The default template given when creating a Safari App Extension in XCode gives you a SafariExtensionViewController class that extends SFSafariExtensionViewController and holds a shared instance as a static field called 'shared', so you can call the dismissPopover() method from that instance.
For example:
class SafariExtensionHandler: SFSafariExtensionHandler {
func myFunc() {
// do stuff;
SafariExtensionViewController.shared.dismissPopover()
// do other stuff;
}
}
I did it by calling dismiss method like below
#IBAction func onLoginBtnClicked (_ sender: Any) {
NSLog("Button clicked")
self.dismiss(self)
}
func checkForRecipes(noRecords: Bool) {
//segue to addNewRecipe page
if noRecords == true{
print("Can't Find any Recipes!")
self.performSegue(withIdentifier: "ToAddNewRecipeVC", sender: self)
}else{
print("error, noRecords not equal to zero")
}
I am able to segue successfully via the storyboard but want to do so programmatically based on information returned from a delegate.
Upon running the app, the information from the delegate is successfully sent to the function "checkForRecipes" -i.e "noRecords" returns TRUE, but for some reason, the below line of code within that function does not seem to execute (and no errors are thrown):
self.performSegue(withIdentifier: "ToAddNewRecipeVC", sender: self)
The app starts up but stops at the main screen, whereas it should segue to the "AddNewRecipe" view controller.
The segue itself definitely has a segue ID of "ToAddNewRecipeVC". I have also tried dispatching to the main queue (to no avail) based on the following thread.
I'm stumped - what's going wrong here?
OK, it looks as though I have solved the problem. I embedded the main view controller into a navigation controller and now everything works as intended. I tried this same tactic earlier and it kept throwing up errors. grrr!
Anyway - thank you to all for the input!
I have always used the pushControlledWithName method in swift/watchkit to move to another interface controller, basically like this:
self.pushControllerWithName("newinterfacecontroller", context: nil)
In some of my projects, when I put this in a function (like where the user presses a button) it simply doesn't get called at all. No errors, just as if the code isn't there at all. If I create a new test project and try it it works. I am baffled as to what's going on here.
Example of what happens:
#IBAction func button1Action() {
println("test")
self.pushControllerWithName("newinterfacecontroller", context: nil)
}
Pressing the button will print "test" in the console, but it doesn't try to move to the new interface controller (with identifier "newinterfacecontroller") at all.
I think you've figured this out from the comments, but page-based interfaces are technically modals and not navigation-stack interfaces.
You can present modals from anywhere, but you can only push onto a navigation stack from a non-modal.
I am new to iOS and using storyboards for the first time. When my app starts it checks back with the a server app I have written to see if the saved credentials are authenticated and I then in my AppDelegate class I then attempt to show the appropriate scene in the app's storyboard - MainMenu if authenticated or a Login Screen if not authenticated.
I have tried using instantiateViewControllerWithIdentifier on the storyboard and also the performSegueWithIdentifier on the initial NavigationController which is set to be the "Initial View Controller" to display the appropriate view..
However with both methods only the blank navigation bar shows and I am unsure where to go from here.
If there was some example code on how others manually manipulate storyboard scenes and viewcontrollers that would be great. Am I maybe putting the code in the wrong place (ie should it go into the first View Controller) or should that not matter? No exceptions are raised and I seem to have access to instantiated objects as required.
I am thinking I need to understand the operation of the app delegate's window more, or maybe should I focus on manually loading the storyboard by removing it's reference from the InfoPlist settings?
Any thoughts would be greatly appreciated.
From my (admittedly haphazard) understanding of storyboards (at the moment), you should have two named segues going from a first viewcontroller, and then you can simply trigger one or the other as need be (I presume there's some sort of "loading/authenticating" screen, however brief?)
if (success) {
[self performSegueWithIdentifier: #"MainMenuSegue" sender: self];
} else {
[self performSegueWithIdentifier: #"LoginSegue" sender: self];
}
To debug, I'd set up buttons on the initial viewcontroller just to be sure the segue linkings/etc are proper.
You really shouldn't need to instantiateViewControllerWithIdentifier unless you're working around segue/storyboard limitations. I think.
I've put the performSegueWithIdentifier in my app's first viewcontroller's viewDidAppear (not the best idea, I think; but that's sort of the soonest it should happen? and I would hedge towards saying it should be triggered somewhere in the viewcontroller stack, not from the appdelegate, but I haven't tested that).