Embed Unity inside iOS in own ViewController - ios

Using Unity 2019.3.0f3 and its Unity as a library feature I'm trying to embed a Unity project inside my iOS application.
Unity officially only supports full screen rendering. Nevertheless I'm looking for a way around that restriction.
In previous versions of Unity i successfully used swift-unity to do the integration. Within this approach it is easy to just get the View where Unity is rendering to (using UnityGetGLView()). I had no problems regarding stability or resources.
Using the new library approach, every time I try to access the UnityView, unity forces it's complete Window as keyWindow.
I tried accessing the UnityView in my own ViewController using
if let unityView = UnityFramework.getInstance()?.appController()?.rootViewController.view {
// insert subview at index 0 ensures unity view is behind current UI view
view?.insertSubview(unityView, at: 0)
}
But that immediately activates the complete unity-window and hides my parenting UITabBarController.
Trying to make the UnityFramework.getInstance()?.appController()?.rootViewController a child of my UITabBarController failed with the same result.
Furthermore it is not possible to add a child ViewController. Only adding subviews seems possible.
Does anybody know where that window-behaviour is located or how i can access the UnityView (or the RootViewController) and use it freely?

I found a solution to the problem based on this approach from the unity forum. Using this approach I'm able to use the UnityViewController as a child in my own TabBarController.
The approach is working for Unity 2019.3.0f3, but I'm not sure if it will work in future versions. It feels like Unity tries to actively prevent such use. Then again I found hints in comments in the library-code that would suggest that a modified ViewController-Hierarchy was at least contemplated e.g. in UnityAppController+ViewHandling.h. But the instructions are unclear and methods with the hinted names don't exist.
Solution
1. Create UnityEmbeddedSwift.swift
The official example App provided by Unity is a real mess. I ended up using the UnityEmbeddedSwift.swift from the linked forum post with additions for pausing. This class encapsulates all Unity-related functionality in one clean class.
//
// UnityEmbeddedSwift.swift
// Native
//
// Created by NSWell on 2019/12/19.
// Copyright © 2019 WEACW. All rights reserved.
//
//
// Created by Simon Tysland on 19/08/2019.
// Copyright © 2019 Simon Tysland. All rights reserved.
//
import Foundation
import UnityFramework
class UnityEmbeddedSwift: UIResponder, UIApplicationDelegate, UnityFrameworkListener {
private struct UnityMessage {
let objectName : String?
let methodName : String?
let messageBody : String?
}
private static var instance : UnityEmbeddedSwift!
private var ufw : UnityFramework!
private static var hostMainWindow : UIWindow! // Window to return to when exiting Unity window
private static var launchOpts : [UIApplication.LaunchOptionsKey: Any]?
private static var cachedMessages = [UnityMessage]()
// MARK: - Static functions (that can be called from other scripts)
static func getUnityRootViewController() -> UIViewController! {
return instance.ufw.appController()?.rootViewController
}
static func getUnityView() -> UIView! {
return instance.ufw.appController()?.rootViewController?.view
}
static func setHostMainWindow(_ hostMainWindow : UIWindow?) {
UnityEmbeddedSwift.hostMainWindow = hostMainWindow
let value = UIInterfaceOrientation.landscapeLeft.rawValue
UIDevice.current.setValue(value, forKey: "orientation")
}
static func setLaunchinOptions(_ launchingOptions : [UIApplication.LaunchOptionsKey: Any]?) {
UnityEmbeddedSwift.launchOpts = launchingOptions
}
static func showUnity() {
if(UnityEmbeddedSwift.instance == nil || UnityEmbeddedSwift.instance.unityIsInitialized() == false) {
UnityEmbeddedSwift().initUnityWindow()
}
else {
UnityEmbeddedSwift.instance.showUnityWindow()
}
}
static func hideUnity() {
UnityEmbeddedSwift.instance?.hideUnityWindow()
}
static func pauseUnity() {
UnityEmbeddedSwift.instance?.pauseUnityWindow()
}
static func unpauseUnity() {
UnityEmbeddedSwift.instance?.unpauseUnityWindow()
}
static func unloadUnity() {
UnityEmbeddedSwift.instance?.unloadUnityWindow()
}
static func sendUnityMessage(_ objectName : String, methodName : String, message : String) {
let msg : UnityMessage = UnityMessage(objectName: objectName, methodName: methodName, messageBody: message)
// Send the message right away if Unity is initialized, else cache it
if(UnityEmbeddedSwift.instance != nil && UnityEmbeddedSwift.instance.unityIsInitialized()) {
UnityEmbeddedSwift.instance.ufw.sendMessageToGO(withName: msg.objectName, functionName: msg.methodName, message: msg.messageBody)
}
else {
UnityEmbeddedSwift.cachedMessages.append(msg)
}
}
// MARK - Callback from UnityFrameworkListener
func unityDidUnload(_ notification: Notification!) {
ufw.unregisterFrameworkListener(self)
ufw = nil
UnityEmbeddedSwift.hostMainWindow?.makeKeyAndVisible()
}
// MARK: - Private functions (called within the class)
private func unityIsInitialized() -> Bool {
return ufw != nil && (ufw.appController() != nil)
}
private func initUnityWindow() {
if unityIsInitialized() {
showUnityWindow()
return
}
ufw = UnityFrameworkLoad()!
ufw.setDataBundleId("com.unity3d.framework")
ufw.register(self)
// NSClassFromString("FrameworkLibAPI")?.registerAPIforNativeCalls(self)
ufw.runEmbedded(withArgc: CommandLine.argc, argv: CommandLine.unsafeArgv, appLaunchOpts: UnityEmbeddedSwift.launchOpts)
sendUnityMessageToGameObject()
UnityEmbeddedSwift.instance = self
}
private func showUnityWindow() {
if unityIsInitialized() {
ufw.showUnityWindow()
sendUnityMessageToGameObject()
}
}
private func hideUnityWindow() {
if(UnityEmbeddedSwift.hostMainWindow == nil) {
print("WARNING: hostMainWindow is nil! Cannot switch from Unity window to previous window")
}
else {
UnityEmbeddedSwift.hostMainWindow?.makeKeyAndVisible()
}
}
private func pauseUnityWindow() {
ufw.pause(true)
}
private func unpauseUnityWindow() {
ufw.pause(false)
}
private func unloadUnityWindow() {
if unityIsInitialized() {
UnityEmbeddedSwift.cachedMessages.removeAll()
ufw.unloadApplication()
}
}
private func sendUnityMessageToGameObject() {
if (UnityEmbeddedSwift.cachedMessages.count >= 0 && unityIsInitialized())
{
for msg in UnityEmbeddedSwift.cachedMessages {
ufw.sendMessageToGO(withName: msg.objectName, functionName: msg.methodName, message: msg.messageBody)
}
UnityEmbeddedSwift.cachedMessages.removeAll()
}
}
private func UnityFrameworkLoad() -> UnityFramework? {
let bundlePath: String = Bundle.main.bundlePath + "/Frameworks/UnityFramework.framework"
let bundle = Bundle(path: bundlePath )
if bundle?.isLoaded == false {
bundle?.load()
}
let ufw = bundle?.principalClass?.getInstance()
if ufw?.appController() == nil {
// unity is not initialized
// ufw?.executeHeader = &mh_execute_header
let machineHeader = UnsafeMutablePointer<MachHeader>.allocate(capacity: 1)
machineHeader.pointee = _mh_execute_header
ufw!.setExecuteHeader(machineHeader)
}
return ufw
}
}
2. Modify AppDelegate.swift
Sets window and launch options needed by UnityEmbeddedSwift
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
UnityEmbeddedSwift.setHostMainWindow(window)
UnityEmbeddedSwift.setLaunchinOptions(launchOptions)
return true
}
3. Create RootTabBarController.swift
This class sets up the hierarchy.
It is important to use the UnityRootViewController right after calling UnityEmbeddedSwift.showUnity().
The Tab-Switching is not nice, but if it is missing Unity will pause (or freeze?) during loading. The timing seems to depend on the Unity-Projects loading time. It can be faster for small projects and needs more time for larger projects.
import UIKit
class RootTabBarController: UITabBarController, UITabBarControllerDelegate {
var unityNC: UINavigationController?
var nativeNC: UINavigationController?
override func viewDidLoad() {
super.viewDidLoad()
delegate = self
// start unity and immediatly set as rootViewController
// this loophole makes it possible to run unity in the same window
UnityEmbeddedSwift.showUnity()
let unityViewController = UnityEmbeddedSwift.getUnityRootViewController()!
unityViewController.navigationItem.title = "Unity"
unityNC = UINavigationController.init(rootViewController: unityViewController)
unityNC?.tabBarItem.title = "Unity"
let nativeViewController = UIViewController.init()
nativeViewController.view.backgroundColor = UIColor.darkGray
nativeViewController.navigationItem.title = "Native"
nativeNC = UINavigationController.init(rootViewController: nativeViewController)
nativeNC?.tabBarItem.title = "Native"
viewControllers = [unityNC!, nativeNC!]
// select other tab and reselect first tab to unfreeze unity-loading
DispatchQueue.main.asyncAfter(deadline: .now() + 0.2, execute: {
self.selectedIndex = 1
DispatchQueue.main.asyncAfter(deadline: .now() + 0.01, execute: {
self.selectedIndex = 0
})
})
}
// MARK: - UITabBarControllerDelegate
func tabBarController(_ tabBarController: UITabBarController, didSelect viewController: UIViewController) {
// pause unity if unity-tab is not selected
if viewController != unityNC {
UnityEmbeddedSwift.pauseUnity()
} else {
UnityEmbeddedSwift.unpauseUnity()
}
}
}
4. Modify Main.storyboard
Modify the storyboard to start with the RootTabBarController.

For anyone who is still interested in preventing the freezing, I am building on top of aalmigthy's answer:
You do not need to add a TabBar controller and switch between the tabs. All you need to do is:
Add the Unity view as a subview
Send the subview to back
Here's the modified ViewController class (no need for a tab bar):
import UIKit
class HybridViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
UnityEmbeddedSwift.showUnity()
let uView = UnityEmbeddedSwift.getUnityView()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1, execute: {
self.view.addSubview(uView!)
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1, execute: {
self.view.sendSubviewToBack(uView!)
})
})
}
}

Related

React Native: save a value send to a Native Module on AppDelegate

I'm building a Native Module in Swift for a RN app where I "remove" the RN view and load a Storyboard, everything works fine but I need to send a value from RN to this Module but it is not being saved, I think it's because the controller is loaded again after a call it so the value is lost
This is a simplified version of my code, I call the openMyModule function on the RN side with the value and it should save the value on a variable, then it calls a function on AppDelegate that will open the Storyboard
#objc (MyModule) class MyModule : UIViewController {
#objc static func requiresMainQueueSetup() -> Bool { return true }
var value = ""
#objc func openMyModule(_ rn_value: String) -> Void {
self.value = rn_value
DispatchQueue.main.async {
if let appDelegate = UIApplication.shared.delegate as? AppDelegate {
appDelegate.goToNativeView()
}
}
}
}
This is the function of AppDelegate
- (void) goToNativeView
{
UIViewController *vc = [UIStoryboard storyboardWithName:#"MyModuleScreen" bundle:nil].instantiateInitialViewController;
self.window.rootViewController = vc;
[self.window makeKeyAndVisible];
}
I think that when I call goToNativeView my controller is loaded again, that's why the value is lost
So, what I need is the value to still being available on my controller or save the value on AppDelegate and call it when I need it
There is any way I can achive this?
If anyone else face this problem, here is how I solved:
I created another Swift file to save this value and made the variable static
class AnotherClass {
static var value = ""
}
Then, when I just set the value when I receive it
#objc (MyModule) class MyModule : UIViewController {
#objc static func requiresMainQueueSetup() -> Bool { return true }
#objc func openMyModule(_ rn_value: String) -> Void {
AnotherClass.value = rn_value
DispatchQueue.main.async {
if let appDelegate = UIApplication.shared.delegate as? AppDelegate {
appDelegate.goToNativeView()
}
}
}
}
and now it works!

How to show/hide the progressHUD, with MVVM and RxSwift in swift

I'm beginning with MVVM in order to well separate logic code from the view. But I have some concern about where to put the progressHUD related code when tapping a button that makes a request.
Before, I used to do that:
//Before
#IBAction func startRequestTapped() {
SVProgressHUD.show()
self.apiClient.requestObservable().subscribe(onError: { (error) in
SVProgressHUD.hide()
}, onCompleted: {
SVProgressHUD.hide()
})
}
But when I use mvvm, I do like that:
//In the viewModel
public var validateButtonDidTap = PublishSubject<Void>()
init() {
validateButtonDidTap.flatMap { (_)
return self.apiClient.requestObservable()
}
}
// In the viewController
viewDidLoad() {
let tap = self.validateButton.rx.tap
tap.bindTo(self.viewModel.validateButtonDidTap)
}
And amongst that, I don't know where to put the the ProgressHUD hide or show.
Mark answer is right, but I am going to guide you step by step.
Let's supose you're going to try signing in.
Copy ActivityIndicator.swift file in your project.
In the viewModel:
//MARK: - Properties
/// The http client
private let apiClient: YourApiClient
/// Clousure when button is tapped
var didTappedButton: () -> Void = {}
/// The user
var user: Observable<User>
/// Is signing process in progress
let signingIn: Observable<Bool> = ActivityIndicator().asObservable()
//MARK: - Initialization
init(client: YourApiClient) {
self.client = client
self.didTappedButton = { [weak self] in
self.user = self.apiClient
.yourSignInRequest()
.trackActivity(self.signingIn)
.observeOn(MainScheduler.instance)
}
}
Create an extension of SVProgressHUD: (I don't know SVProgressHUD library, but it would be something like this. Please fix it if needed)
extension Reactive where Base: SVProgressHUD {
/// Bindable sink for `show()`, `hide()` methods.
public static var isAnimating: UIBindingObserver<Base, Bool> {
return UIBindingObserver(UIElement: self.base) { progressHUD, isVisible in
if isVisible {
progressHUD.show() // or other show methods
} else {
progressHUD.dismiss() // or other hide methods
}
}
}
}
In your viewController:
#IBAction func startRequestTapped() {
viewModel.didTappedButton()
}
override func viewDidLoad() {
// ...
viewModel.signingIn
.bindTo(SVProgressHUD.rx.isAnimating)
.addDisposableTo(disposeBag)
}
Accepted answer updated to Swift 4, RxSwift 4.0.0 and SVProgressHUD 2.2.2:
3- Extension:
extension Reactive where Base: SVProgressHUD {
public static var isAnimating: Binder<Bool> {
return Binder(UIApplication.shared) {progressHUD, isVisible in
if isVisible {
SVProgressHUD.show()
} else {
SVProgressHUD.dismiss()
}
}
}
}
4- Controller:
viewModel.signingIn.asObservable().bind(to: SVProgressHUD.rx.isAnimating).disposed(by: disposeBag)
You could try using an ActivityIndicator.
See the example here:
https://github.com/RxSwiftCommunity/RxSwiftUtilities

Errors while implementing Chromecast in swift 3

I seem to have a problem implementing ChromeCast features in a project of mine.
I have been trying to implement the GCKDeviceScannerListener Singleton Class on a UIViewController, however its delegate methods are not getting called.
The deviceDidComeOnline method of GCKDeviceScannerListener never gets called.
Instead I have a bunch of error displayed by the chromeCast logger as followed:
+[NSMutableDictionary(GCKAdditions) gck_loadFromCacheWithName:] - Device cache file file:///Users/martin/Library/Developer/CoreSimulator/Devices/318D2E15-C4B0-47D2-97AF-CD560A6063AE/data/Containers/Data/Application/C117BB98-88DA-4586-B119-0683DAD82FEB/Library/Caches/gck_nearby_devices.plist doesn't exist.
+[NSMutableDictionary(GCKAdditions) gck_loadFromCacheWithName:] - Device cache file file:///Users/martin/Library/Developer/CoreSimulator/Devices/318D2E15-C4B0-47D2-97AF-CD560A6063AE/data/Containers/Data/Application/C117BB98-88DA-4586-B119-0683DAD82FEB/Library/Caches/gck_network_cache.plist doesn't exist.
scanning started
+[NSMutableDictionary(GCKAdditions) gck_deleteCacheWithName:] - Device cache file file:///Users/martin/Library/Developer/CoreSimulator/Devices/318D2E15-C4B0-47D2-97AF-CD560A6063AE/data/Containers/Data/Application/C117BB98-88DA-4586-B119-0683DAD82FEB/Library/Caches/gck_device_cache.plist doesn't exist.
+[NSMutableDictionary(GCKAdditions) gck_deleteCacheWithName:] - Device cache file file:///Users/martin/Library/Developer/CoreSimulator/Devices/318D2E15-C4B0-47D2-97AF-CD560A6063AE/data/Containers/Data/Application/C117BB98-88DA-4586-B119-0683DAD82FEB/Library/Caches/gck_device_cache_v1.plist doesn't exist.
+[NSMutableDictionary(GCKAdditions) gck_deleteCacheWithName:] - Device cache file file:///Users/martin/Library/Developer/CoreSimulator/Devices/318D2E15-C4B0-47D2-97AF-CD560A6063AE/data/Containers/Data/Application/C117BB98-88DA-4586-B119-0683DAD82FEB/Library/Caches/gck_device_cache_v2.plist doesn't exist.
+[NSMutableDictionary(GCKAdditions) gck_loadFromCacheWithName:] - Device cache file
file:///Users/martin/Library/Developer/CoreSimulator/Devices/318D2E15-C4B0-47D2-97AF-CD560A6063AE/data/Containers/Data/Application/C117BB98-88DA-4586-B119-0683DAD82FEB/Library/Caches/gck_device_cache_v3.plist doesn't exist
I can't seem to figure out why I have these errors. But it seems that the deviceScanner never even finds my receiver device.
My viewController code is:
class ChromeCastViewController: UIViewController, GCKDeviceScannerListener, GCKDeviceManagerDelegate, GCKMediaControlChannelDelegate{
fileprivate let kCancelTitle = "Cancel"
fileprivate let kDisconnectTitle:String! = "Disconnect"
// Publicly available receiver to demonstrate sending messages - replace this with your
// own custom app ID.
fileprivate let kReceiverAppID = "XXXXXXXXX"
fileprivate lazy var btnImage:UIImage = {
return UIImage(named: "icon-cast-identified.png")!
}()
fileprivate lazy var btnImageselected:UIImage = {
return UIImage(named: "icon-cast-connected.png")!
}()
fileprivate var deviceScanner:GCKDeviceScanner?
fileprivate var deviceManager:GCKDeviceManager?
fileprivate var mediaInformation:GCKMediaInformation?
fileprivate var selectedDevice:GCKDevice?
#IBOutlet weak var googleCastButton: UIBarButtonItem!
#IBOutlet weak var backButton: UIBarButtonItem!
#IBAction func backAction(_ sender: Any) {
dismiss(animated: true, completion: nil)
}
override func viewDidLoad() {
super.viewDidLoad()
self.startScan()
}
func startScan() {
let filterCriteria = GCKFilterCriteria(forAvailableApplicationWithID: kReceiverAppID)
self.deviceScanner = GCKDeviceScanner(filterCriteria: filterCriteria)
if let deviceScanner = self.deviceScanner {
deviceScanner.add(self)
deviceScanner.startScan()
print("scanning started")
deviceScanner.passiveScan = true
}
}
// MARK: GCKDeviceScannerListener
func deviceDidComeOnline(_ device: GCKDevice) {
print("deviceDidComeOnline")
print("Device found: \(device.friendlyName)");
self.updateButtonStates()
}
func deviceDidGoOffline(_ device: GCKDevice) {
print("deviceDidGoOffline()")
print("Device went away: \(device.friendlyName)");
self.updateButtonStates()
}
func deviceDidChange(_ device: GCKDevice) {
print("deviceDidChange()");
}
func updateButtonStates() {
print("updateButton")
if (deviceScanner!.devices.count > 0) {
// Show the Cast button.
navigationItem.rightBarButtonItems = [googleCastButton!]
if (deviceManager != nil && deviceManager?.connectionState == GCKConnectionState.connected) {
// Show the Cast button in the enabled state.
googleCastButton!.tintColor = UIColor.blue
} else {
// Show the Cast button in the disabled state.
googleCastButton!.tintColor = UIColor.gray
}
} else{
// Don't show Cast button.
navigationItem.rightBarButtonItems = []
}
}
}
Thank you in advance for any help or tips you can give me.
Best regards
UPDATE:
I have modified my code base to follow google v3 guidelines.
I now instantiate a GCKCastContext in AppDelegate in order to use google widgets.
But It seems that GCKCastContext or functionalities associated with the singleton are never called after initialising it. I have tried to add the GCKDiscoveryManagerListener to my AppDelegate to see if was detecting my ChromeCast device.
The code for my AppDelegate is :
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate, GCKLoggerDelegate,GCKDiscoveryManagerListener {
var window: UIWindow?
fileprivate let kReceiverAppID = "XXXXXXXXXX"
var discoveryManager: GCKDiscoveryManager
override init(){
let options:GCKCastOptions = GCKCastOptions(receiverApplicationID: kReceiverAppID)
GCKCastContext.setSharedInstanceWith(options)
self.discoveryManager = GCKCastContext.sharedInstance().discoveryManager
super.init()
self.discoveryManager.add(self)
self.discoveryManager.passiveScan = true
self.discoveryManager.startDiscovery()
GCKLogger.sharedInstance().delegate = self
}
.....
func log(fromFunction function: UnsafePointer<Int8>, message: String) {
let functionName = String(cString: function)
print(functionName + " - " + message);
}
func didUpdateDeviceList() {
print("didUpdateDeviceList with \(discoveryManager.deviceCount) devices")
(0..<discoveryManager.deviceCount).forEach { index in
print(index, discoveryManager.device(at: index))
}
}
func didStartDiscoveryForDeviceCategory(deviceCategory: String) {
print("GCKDiscoveryManagerListener: \(deviceCategory)")
print("FOUND: \(self.discoveryManager.hasDiscoveredDevices)")
}
func willUpdateDeviceList(){
print("will update device was called")
}
}
The functions didUpdateDeviceList, didStartDiscoveryForDeviceCategory
, willUpdateDeviceList are never called, meaning no Chrome device is ever found making the widgets unusable.
Thank again for any help

RxSwift subscribe block not called

I'm playing around with RxSwift and I'm stuck with a simple toy programm. My program essentially contains a model class and a viewcontroller. The model contains an observable that gets updated on the main queue after an asynchronous network call, the viewcontroller subscribes in viewDidLoad(). The AppDelegate initializes the model and passes it to ViewController and triggers the network request.
class GalleryModel {
var galleryCount: BehaviorSubject<Int>
init() {
galleryCount = BehaviorSubject.init(value:0)
}
func refresh() {
doAsyncRequestToAmazonWithCompletion { (response) -> AnyObject! in
var counter = 0
//process response
counter = 12
dispatch_async(dispatch_get_main_queue()) {
self.galleryCount.on(.Next(counter))
}
return nil
}
}
class ViewController: UIViewController {
#IBOutlet weak var label: UILabel!
var galleryModel: GalleryModel?
override func viewDidLoad() {
super.viewDidLoad()
galleryModel?.galleryCount.subscribe { e in
if let gc = e.element {
self.label.text = String(gc)
}
}
}
}
class AppDelegate: UIResponder, UIApplicationDelegate {
var galleryModel: GalleryModel?
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
//do amazon setup
galleryModel = GalleryModel()
if let viewController = window?.rootViewController as? ViewController {
viewController.galleryModel = GalleryModel()
}
return true
}
func applicationDidBecomeActive(application: UIApplication) {
galleryModel?.refresh()
}
The label gets updated only one, it shows "0". I expected the label to get updated twice, showing "0" after the first update and showing "12" after the second update after the processing of the network request. A breakpoint in the dispatch_async block gets hit, but it seems that galleryCount lost its observer. Anybody any idea what's happening or how to debug this?
Best
In case reads this anyone is interested. It was an refactoring error, after renaming variables I stopped passing the observable to the ViewController. Instead I created a new one... facepalm
Here are some useful snippets for subscribe in RxSwift (in Japanese)
For example to subscribe to different events:
let source: Observable<Int> = create { (observer: ObserverOf<Int>) in
sendNext(observer, 42)
sendCompleted(observer)
return AnonymousDisposable {
print("disposed")
}
}
let subscription = source.subscribe { (event: Event<Int>) -> Void in
switch event {
case .Next(let element):
print("Next: \(element)")
case .Completed:
print("Completed")
case .Error(let error):
print("Error: \(error)")
}
}
Clean and Build solved the problems for me

Bind RACComand to UIViewController event

I'm implementing RAC with MVVM pattern in my project and now I came into a doubt.
I have many calls to the server, but all of them are associated to an UIButton and handled in my ViewModel; now I need to make a call to the server when the UIViewController is loaded. Before MVVM I just created a signal in the viewDidLoad method an voilá!, but I'm not sure if is ok to put this in the ViewController.
Now I don't know how to bind a RACSignal to an event in my ViewController, and worst of that, I'm not sure if that is the way following the MVVM pattern.
What I'm doing right now when I make a call to server coming from a user action(from a UIButton) is this:
ViewController*
self.someButton.rac_command = viewModel.executeSomeAction
//On success:
self.viewModel.executeLoginCompleted.skip(1).subscribeNextAs {
(isExecuting: Bool) -> () in
//Do something
}
//On error:
self.viewModel.executeSomeActionError.subscribeNextAs {
(error: NSError) -> () in
//Dd something
}
ViewModel*
var executeSomeAction: RACCommand?
var executeSomeActionError: RACSignal!
var executeLoginCompleted: RACSignal
executeSomeAction = RACCommand(enabled: combineValidationSignals) {
(any:AnyObject!) -> RACSignal in
println("ANY: \(any)")
return self.executeLoginRequest()
}
executeSomeActionError = executeLogin!.errors
executeLoginCompleted = executeLogin!.executing
How should I create a RACSignal or RACCommand when the UIView did load? Of course, following the MVVM pattern.
Thanks
You have two options. One more hacky than the other but easier to implement accross your app.
Option 1:
You can write an extension to UIViewController that uses associatedObjects to add a viewDidLoadCommand: RACCommand property to UIViewController. You then swizzle the viewDidLoad() method of UIViewController so that it executes your command on viewDidLoad():
extension UIViewController {
private struct AssociatedKeys {
static var ViewDidLoadCommand: String = "ViewDidLoadCommand"
}
var viewDidLoadCommand: RACCommand? {
get {
return objc_getAssociatedObject(self, &AssociatedKeys.ViewDidLoadCommand) as? RACCommand
}
set {
if let newValue = newValue {
objc_setAssociatedObject(
self,
&AssociatedKeys.ViewDidLoadCommand,
newValue as RACCommand?,
UInt(OBJC_ASSOCIATION_RETAIN_NONATOMIC)
)
}
}
}
func swizzled_viewDidLoad() {
self.swizzled_viewDidLoad()
self.viewDidLoadCommand?.execute(nil)
}
}
// In the appDelegate
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
// Override point for customization after application launch.
method_exchangeImplementations(
class_getInstanceMethod(UIViewController.self, "viewDidLoad"),
class_getInstanceMethod(UIViewController.self, "swizzled_viewDidLoad"))
return true
}
Option 2
You can just subclass UIViewController and implement the viewDidLoadCommandand call it in viewDidLoad()
class ViewControllerSubClass : UIViewController {
var viewDidLoadCommand: RACCommand?
override func viewDidLoad() {
super.viewDidLoad()
self.viewDidLoadCommand?.execute(nil)
}
}
Whichever method you choose all you have to do then is set the command in the your custom viewControllers init method and and it will get executed on viewDidLoad.

Resources