Swift - FirstViewController and GKGameCenterControllerDelegate - swift

I want to include a GameCenter Leaderboard in my app but I have one problem.
When I want to show LeaderBoard, I use this code :
//shows leaderboard screen
func showLeader() {
var vc = self.view?.window?.rootViewController
var gc = GKGameCenterViewController()
gc.gameCenterDelegate = self
vc?.presentViewController(gc, animated: true, completion: nil)
}
For that, I must had GKGameCenterControllerDelegate in my class like that :
class FirstViewController: UIViewController, GKGameCenterControllerDelegate {
When I do that, I have an error : 'type FirstViewController' does not to conform to protocol 'GKGameCenterControllerDelegate'.
Any solution ?

You need to include the following method:
func gameCenterViewControllerDidFinish(gcViewController: GKGameCenterViewController!)
{
// By tapping on Done, the Game Center window will be dismissed.
self.dismissViewControllerAnimated(true, completion: nil)
}
More info here: https://developer.apple.com/library/mac/documentation/GameKit/Reference/GKGameCenterViewControllerDelegate_Ref/

Related

How to show a specific UIViewController when GKGameCenterViewController is dismissed?

I am presenting a GKGameCenterViewController in an SKScene that inherits from the following protocol.
protocol GameCenter {}
extension GameCenter where Self: SKScene {
func goToLeaderboard() {
let vc = GKGameCenterViewController()
vc.gameCenterDelegate = GameViewController()
vc.viewState = .leaderboards
vc.leaderboardIdentifier = "leaderboard"
view?.window?.rootViewController?.present(vc, animated: true, completion: nil)
}
}
While the GKGameCenterViewController shows up perfect, when I try to dismiss by clicking the X in the top right corner, nothing happens. I assume this is because the reference to my original GameViewController has been deallocated. How can I get this dismissal to work?
According to Apple's Documentation:
Your delegate should dismiss the Game Center view controller. If your game paused any gameplay or other activities, it can restart those services in this method.
This means you need to implement the gameCenterViewControllerDidFinish method in your delegate and dismiss the gameCenterViewController yourself.
You should have something like this in your GameViewController()
func gameCenterViewControllerDidFinish(_ gameCenterViewController: GKGameCenterViewController) {
gameCenterViewController.dismiss(animated: true, completion: nil)
}
In order to present the GKGameCenterViewController on a SKScene, I needed to find the currently displayed UIViewController reference and set this as the delegate. Here is the code I used and it works:
protocol GameCenter {}
extension GameCenter where Self: SKScene {
func goToLeaderboard() {
var currentViewController:UIViewController=UIApplication.shared.keyWindow!.rootViewController!
let vc = GKGameCenterViewController()
vc.gameCenterDelegate = currentViewController as! GKGameCenterControllerDelegate
vc.viewState = .leaderboards
vc.leaderboardIdentifier = "leaderboard"
currentViewController.present(vc, animated: true, completion: nil)
}
}

How to push controller after dismiss presented controller in swift?

Hey I am showing a controller (A) in main controller with presentation style (not push), and I want to button tapped and push another controller (B) after dismiss this (A) controller, this situation occurred in main controller. I am using protocol for this situation. Any idea for that ? Code like below.`
//this is dismiss button action
var segueDelegate: segueFromController?
#objc func dismissController() {
self.dismiss(animated: true) {
self.segueDelegate?.segueFromController()
}
//and this one is protocol function in main controller
func segueFromController() {
let contProfile = ContViewController(collectionViewLayout: UICollectionViewFlowLayout())
navigationController?.pushViewController(contProfile, animated: true)
}
// and I am making "self" this protocol in main controller's didload
let aCont = AController()
override func viewDidLoad() {
super.viewDidLoad()
AController.segueDelegate = self
}
// protocol
protocol segueFromController {
func segueFromController()
}
// this is presenting (A) controller code in main page
func openController() {
let preController = AController()
preController.modalPresentationStyle = .fullScreen
self.present(preController, animated: true, completion: nil)
}
First you need to make this segueDelegate weak
protocol segueFromController : class {
func segueFromController()
}
weak var segueDelegate: segueFromController?
func openController() {
let preController = AController()
preController.segueDelegate = self
preController.modalPresentationStyle = .fullScreen
self.present(preController, animated: true, completion: nil)
}
Try to dismiss without animation
self.dismiss(animated: false) {
self.segueDelegate?.segueFromController()
}

Return control to function when modal viewcontroller dismissed

I need to present a modal VC that sets a property in my presenting VC, and then I need to do something with that value back in the presenting VC. I have to be able to pass pointers to different properties to this function, so that it's reusable. I have the code below (KeyPickerTableViewController is the modal VC).
It should work, except not, because the line after present(picker... gets executed immediately after the picker is presented.
How do I get my presenting VC to "wait" until the modal VC is dismissed?
#objc func fromKeyTapped(_ button: UIBarButtonItem) {
print("from tapped")
setKey(for: &sourceKey, presentingFrom: button)
}
#objc func toKeyTapped(_ button: UIBarButtonItem) {
print("from tapped")
setKey(for: &destKey, presentingFrom: button)
}
fileprivate func setKey(for key: inout Key!, presentingFrom buttonItem: UIBarButtonItem) {
let picker = KeyPickerTableViewController()
picker.delegate = self
picker.modalPresentationStyle = .popover
picker.popoverPresentationController?.barButtonItem = buttonItem
present(picker, animated: true, completion: nil)
if let delKey = delegatedKey {
key = delKey
}
}
You could use delegate pattern or closure.
I would do the following
1. I would not use inout pattern, I would first call the popover and then separately update what is needed to be updated
2. In KeyPickerTableViewController define property var actionOnDismiss: (()->())? and setting this action to what we need after initialisation of KeyPickerTableViewController
I could show it in code, but the abstract you've shown is not clear enough to come up with specific amendments. Please refer the illustration below.
import UIKit
class FirstVC: UIViewController {
var key = 0
#IBAction func buttonPressed(_ sender: Any) {
let vc = SecondVC()
vc.action = {
print(self.key)
self.key += 1
print(self.key)
}
present(vc, animated: true, completion: nil)
}
}
class SecondVC: UIViewController {
var action: (()->())?
override func viewDidLoad() {
onDismiss()
}
func onDismiss() {
action?()
}
}
While presenting VC, add dismissing modal VC action in its completion handler, so that Viewcontroller will be presented after dismissal is completed
present(picker, animated: true, completion: { (action) in
//dismissal action
if let delKey = delegatedKey {
key = delKey
}
})

Displaying a Game Center Leaderboard in SpriteKit

I'm working on a game, and I'm looking for help or the code to display a GameCenter leaderboard in my app when a user clicks a button. I have no clue where to start as all of the other answers seem to be for Obj-C, thanks!
EDIT:
The Below answer worked perfectly, but for those wondering how to do this within SpriteKit, simply add the below methods to the GameViewController and add a Notification Center Observer
NSNotificationCenter.defaultCenter().addObserver(self, selector: "showLeaderboard", name: "showLeaderboard", object: nil)
In your SKScene Class, simply call to that observer.
NSNotificationCenter.defaultCenter().postNotificationName("showLeaderboard", object: nil)
Just to help out those wondering!
Include the GKGameCenterControllerDelegate protocol within your class.
class ViewController: UIViewController, GKGameCenterControllerDelegate
This method dismisses the Game Center view when "Done" is tapped:
func gameCenterViewControllerDidFinish(gcViewController: GKGameCenterViewController!) {
self.dismissViewControllerAnimated(true, completion: nil)
}
This function includes the code that is needed to display the leaderboard:
func showLeaderboard() {
// declare the Game Center viewController
var gcViewController: GKGameCenterViewController = GKGameCenterViewController()
gcViewController.gameCenterDelegate = self
gcViewController.viewState = GKGameCenterViewControllerState.Leaderboards
// Remember to replace "Best Score" with your Leaderboard ID (which you have created in iTunes Connect)
gcViewController.leaderboardIdentifier = "Best_Score"
// Finally present the Game Center ViewController
self.showViewController(gcViewController, sender: self)
self.navigationController?.pushViewController(gcViewController, animated: true)
self.presentViewController(gcViewController, animated: true, completion: nil)
}
You can now trigger the function showLeaderboard by pressing a UIButton:
#IBAction func buttonShowLeaderboard(sender: AnyObject) {
showLeaderboard()
}
You can do it like CeceXX showed, or you can use Easy-Game-Center by DaRkD0G to make it easier. https://github.com/DaRkD0G/Easy-Game-Center-Swift

spritekit gamecenter leaderboard - how to show leaderboard from scene?

How can I call my showLeader() function from GameViewController.swift in GameScene.swift ?
this is my showLeader function
func showLeader() {
var vc = self.view?.window?.rootViewController
var gc = GKGameCenterViewController()
gc.gameCenterDelegate = self
vc?.presentViewController(gc, animated: true, completion: nil)
}
You make use of NSNotificationCenter to present the viewController from an SKScene. Remember to add the observer and then post the notification. Don't forget to deinit the NSNotification when you no longer need it or your app will crash.