Sending Text Messages (SMS) through Custom Keyboard Extension - swift3

I'm new in the iOS development.
Now I'm trying to develop a custom keyboard extension by using Swift 3.
I wonder how I could send a Text Messages (SMS) through my custom keyboard extension.
I have tried to do it in a basic application by using:
func sendMessage(){
if (MFMessageComposeViewController.canSendText()) {
let controller = MFMessageComposeViewController()
controller.body = "Input Body Here"
controller.recipients = ["+1234567890"]
controller.messageComposeDelegate = self
self.present(controller, animated: true, completion: nil)
}
func messageComposeViewController(_ controller: MFMessageComposeViewController, didFinishWith result: MessageComposeResult) {
switch (result.rawValue) {
case MessageComposeResult.cancelled.rawValue:
print("Message was cancelled")
break
case MessageComposeResult.failed.rawValue:
print("Message failed")
break
case MessageComposeResult.sent.rawValue:
print("Message was sent")
break
default:
break
}
controller.dismiss(animated: true, completion: nil)
}
I have tried that code and it is run smoothly in my testing device. Then now I want to implement those function on my new custom keyboard extension. Those code seems could not be implemented in the custom keyboard extension since the application extension couldn't present view controller.
Is there anyway to send Text Messages (SMS) through Custom Keyboard Extension?

Related

Title and sashColor not appearing on customized long-look notification with WKUserNotificationHostingController

I am building custom long-look notifications in an Apple Watch app, but for some reason the title defined in the notification's UNMutableNotificationContent is not showing on the long-look notification, and the custom sashColor I’m defining is not used.
In the “Transition to the Long-Look Interface” section of Presenting Notifications on Apple Watch on Apple’s website, there is a screenshot that shows what I would expect to see: a title for the notification in the sash, and a custom sash color.
I built an example app (code below) to isolate the issue.
Here is a screenshot of the notification in my app:
I expect to see the title (“Take Action!”) where the line is, and the sashColor as the background color for the circled region, based on my code.
The short-look of the notification does show the title briefly before it transitions to the long-look (it was hard to get a good screenshot, but here is one as it was animating into the long-look):
Showing or hiding the notification title is not mentioned anywhere that I can find in the documentation, so I expect that to show up automatically since it’s part of the notification.
For the sashColor override, I referred to Customizing Your Long-Look Interface on Apple’s website.
Is there something else specific I need to do to show the title on my customized long-look notification, and get sashColor to work?
Example App
To recreate the issue, create a watchOS app with companion iOS app in Xcode. I called it CustomWatchNotifications.
I updated the main iOS app file to this, with a simple class to request notification permission and send a test notification, which gets passed into the view:
import SwiftUI
import UserNotifications
#main
struct CustomWatchNotificationsApp: App
{
let notifications = NotificationController()
var body: some Scene
{
WindowGroup
{
ContentView(notifications: notifications)
}
}
}
class NotificationController
{
func requestPermissions()
{
Task {
try await UNUserNotificationCenter.current()
.requestAuthorization(
options: [.alert, .sound])
}
}
func scheduleNotification()
{
let content = UNMutableNotificationContent()
content.title = "Take Action!"
content.categoryIdentifier = "takeActionCategory"
content.sound = .default
// Schedule a new notification 5 seconds from now,
// so there is enough time to lock the phone screen
// to deliver notification to Apple Watch.
let trigger = UNTimeIntervalNotificationTrigger(
timeInterval: 5,
repeats: false)
let request = UNNotificationRequest(
identifier: "takeAction",
content: content,
trigger: trigger)
UNUserNotificationCenter.current()
.add(request)
}
}
This is the ContentView for the iOS app, which just includes the two buttons:
import SwiftUI
struct ContentView: View
{
let notifications: NotificationController
var body: some View
{
NavigationView
{
Form
{
// Request notification permissions
Button
{
notifications.requestPermissions()
} label: {
Text("Request Notification Permissions")
}
// Schedule notification
Button
{
notifications.scheduleNotification()
} label: {
Text("Schedule Notification")
}
}
}
}
}
On the watchOS side, I updated the main app file to include a custom View for the notification, inside a WKUserNotificationHostingController for this specific notification category:
import SwiftUI
import UserNotifications
#main
struct CustomWatchNotifications_Watch_AppApp: App
{
var body: some Scene
{
WindowGroup
{
ContentView()
}
WKNotificationScene(
controller: TakeActionNotificationController.self,
category: "takeActionCategory"
)
}
}
struct TakeActionNotificationView: View
{
var body: some View
{
Text("This is a test.")
}
}
class TakeActionNotificationController:
WKUserNotificationHostingController<TakeActionNotificationView>
{
// This does not seem to have an effect on sashColor.
override class var sashColor: Color?
{
return .red
}
override var body: TakeActionNotificationView
{
return TakeActionNotificationView()
}
// This has to be here for custom notification to show up.
override func didReceive(_ notification: UNNotification)
{}
}
When you build and run on real devices, make sure the watchOS app is installed before schedule the test notification. Once you schedule the test notification, lock the iPhone screen immediately so the notification gets delivered to Apple Watch.

Not Receiving scenePhase Changes

I'm trying to execute some code I'd have previously put in my app delegate, such as saving my managed object context when entering the background. I put the call in the .onChange for the scenePhase, but I'm not getting anything. Here's a sample project:
import SwiftUI
#main
struct PhaseApp: App {
#Environment(\.scenePhase) private var scenePhase
var body: some Scene {
WindowGroup {
Text("Hello, world.")
}
.onChange(of: scenePhase) { phase in
switch phase {
case .active:
print("Active")
case .background:
print("Background")
case .inactive:
print("Inactive")
#unknown default: break
}
}
}
}
I'd expect to get a print command in the Simulator or on my test device whenever I press Home or tap the app, but nothing happens.
I acknowledge this question is specifically about schenePhase changes, however, on macOS I am not able to receive any .background notifications when a user switches to a different app. The older NotificationCenter strategy works as I expected, on both platforms. I'll add this to the mix for anyone who is just trying to execute some code, onForeground / onBackground on iOS and macOS.
On any view, you can attach:
.onReceive(NotificationCenter.default.publisher(for: .willResignActiveNotification)) { _ in
doBackgroundThing()
}
The events you may care about are:
iOS: willResignActiveNotification & willEnterForegroundNotification
macOS: willResignActiveNotification & willBecomeActiveNotification
You can find all NotificationCenter Names here.
I use will* variants for background because I assume they'll be called early in the process, and I use did* variants for foreground, because they are called regardless of whether the app is launched for the first time, or it's coming out of background.
I use this extension so I don't have to think about the platform differences:
extension View {
#if os(iOS)
func onBackground(_ f: #escaping () -> Void) -> some View {
self.onReceive(
NotificationCenter.default.publisher(for: UIApplication.willResignActiveNotification),
perform: { _ in f() }
)
}
func onForeground(_ f: #escaping () -> Void) -> some View {
self.onReceive(
NotificationCenter.default.publisher(for: UIApplication.didBecomeActiveNotification),
perform: { _ in f() }
)
}
#else
func onBackground(_ f: #escaping () -> Void) -> some View {
self.onReceive(
NotificationCenter.default.publisher(for: NSApplication.willResignActiveNotification),
perform: { _ in f() }
)
}
func onForeground(_ f: #escaping () -> Void) -> some View {
self.onReceive(
NotificationCenter.default.publisher(for: NSApplication.didBecomeActiveNotification),
perform: { _ in f() }
)
}
#endif
}
As expected, I use it as such:
AppView()
.onBackground {
print("my background")
}
.onForeground {
print("my foreground")
}
Use inside scene root view (usually ContentView)
Tested with Xcode 12 / iOS 14 as worked.
struct ContentView: View {
#Environment(\.scenePhase) private var scenePhase
var body: some View {
TestView()
.onChange(of: scenePhase) { phase in
switch phase {
case .active:
print(">> your code is here on scene become active")
case .inactive:
print(">> your code is here on scene become inactive")
case .background:
print(">> your code is here on scene go background")
default:
print(">> do something else in future")
}
}
}
}
I've been testing with Xcode 12 beta 3 and iOS/iPadOS 14 beta 3 and here's what I'm finding. Note that a lot of this involves supporting multiple windows, but the "SwiftUI lifecycle" projects default to turning that on, so I suspect you have it active already. In my original case I was porting an existing SwiftUI app from a SceneDelegate to using the new App struct, so I had multiple window support already active.
Here's the test View I'm using in a new testing app:
struct ContentView: View {
#Environment(\.scenePhase) private var scenePhase
var body: some View {
Text("Hello, world!").padding()
.onChange(of: scenePhase) { phase in
switch phase {
case .background:
print("PHASECHANGE: View entered background")
case .active:
print("PHASECHANGE: View entered active")
case .inactive:
print("PHASECHANGE: View entered inactive")
#unknown default:
print("PHASECHANGE: View entered unknown phase.")
}
}
}
}
(I have identical code in the App & Scene but they never print anything.)
The ScenePhase documentation claims that you can declare onChange inside the App, a Scene or a View. I don't see the App or Scene level versions ever execute, under any circumstance I can engineer, and the View level versions don't seem to execute completely correctly.
On hardware that doesn't support multiple windows (I use a 7th generation iPod touch) the View level closure executes every time. (Full disclosure, this iPod Touch is still running beta 2, but I don't think it's going to matter. Once I update it to b3 I'll mention it here if it matters.) EDIT (It did matter.)
On hardware running beta 2 that doesn't support multiple windows (a 7th generation iPod Touch) I see the app go into the background, back into the foreground, and so forth. On every app launch I'll see "View entered active" print.
On hardware that does support multiple windows (I use an older iPad Pro with the Lightning connector) I don't see the initial scene creation happen. (The first run does not trigger a "View entered active" message.) I do see subsequent background/foreground transitions. If I create a new scene from the iPad multi-tasking UI the second scene will trigger a "View entered active" log. Unfortunately I hadn't run this test on the iPad against beta 2, so I can't say if the behavior changed with b3 or not.
On my iPod Touch running iOS 14 beta 3 I see the same behavior as the iPad: the first launch doesn't print any phase change messages from the view, but does report subsequent background/foreground changes.
On the simulator it always behaves like the iPad hardware, even when I'm simulating an iPod Touch. I suspect this is because the simulator is running under the hood on the Mac and gets multiple window "support" this way. But I do see messages when I put the app in the background while running in the simulator, I'm just missing the initial "View entered active" message that I get from the actual hardware.
One final note: when I return an app from the foreground I first see "View entered inactive" and then I see "View entered active". When I background the app I see "View entered inactive", followed by "View entered background". I think this is expected behavior, but since other parts seem broken I wanted to mention it.
TL;DR:
I think you should be able to see most ScenePhase changes from a View, but you'll miss the initial app launch on iPads or in the simulator. And hopefully they will show up as expected for App and Scene objects in a later beta?
You can use the following extension:
public extension View {
func onScenePhaseChange(phase: ScenePhase, action: #escaping () -> ()) -> some View {
self.modifier(OnScenePhaseChangeModifier(phase: phase, action: action))
}
}
public struct OnScenePhaseChangeModifier: ViewModifier {
#Environment(\.scenePhase) private var scenePhase
public let phase: ScenePhase
public let action: () -> ()
public func body(content: Content) -> some View {
content
.onChange(of: scenePhase) { phase in
if (self.phase == phase) {
action()
}
}
}
}
Final usage:
ContentView()
.onScenePhaseChange(phase: .active) { print("scene activated!") }
.onScenePhaseChange(phase: .background) { print("scene backgrounded!") }
.onScenePhaseChange(phase: .inactive) { print("scene inactive!") }
In my case, I put "#Environment(.scenePhase) private var scenePhase" in ContentView. Then the onChange works in the child views.

Manually add Alamofire with swift 3

I want to add Alamofire V4 in my swift 3 project. I want to add it manully , like I do with other normal library ,simply add their source code in my project. How to maually add Alamofire , manually , I dont want to add it as framwork/target dependency.
You can easily integrate with POD as well.
and simple code to call API and handle response.
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
self.API_Formation_Function("email#email.com", password: "password12345")
}
func API_Formation_Function(_ userName : String , password : String) {
EMReqeustManager.sharedInstance.apiLogin(userName, password: password) {
(feedResponse) -> Void in
// Show your progress HUD here
if let downloadError = feedResponse.error{
// Hide progress HUD here and show error if comes
} else {
if let dictionary = feedResponse.responseDict as? Dictionary<String, AnyObject>{
// Hide progress HUD here and show response
let responseModel = EMResponseModel.init(jsonDict: dictionary)
print(responseModel)
}
}
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Refer
Is there a specific reason why you don't want to do it automatically with CocoaPods? Don't let setting up CocoaPods turn you off to the idea. Once you get it installed, its wonderful for updating and managing your addons. here is a GREAT video tutorial on how to install CocoaPods.
https://www.youtube.com/watch?v=iEAjvNRdZa0&t=2s
Do yourself a favor and take the time to install.

Snapshotting a view that has not been rendered results in an empty snapshot when view presented modally - Swift 3

I have a Table View Controller as a tab. In it, there's a button that takes you to a Facebook profile:
func didTapFacebook() {
let url = URL(string: "http://www.facebook.com/" + myFacebookId)
if UIApplication.shared.canOpenURL(url!) {
UIApplication.shared.open(url!, options: [:], completionHandler: nil)
}
}
Works fine every time you press the button.
From another tab, there's a button that presents modally a navigation controller with Table View Controller as its root:
func segueToTable(_ sender: UIViewController, tvc: MyTableViewController, completion: #escaping ((_ done: Bool) -> Void)) {
let nc = MyNavigationController(rootViewController: tvc)
sender.present(nc, animated: true, completion: {
completion(true)
})
}
…
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let tvc = storyboard.instantiateViewController(withIdentifier: "TVC") as! MyTableViewController
segueToTable(self, tvc: tvc, completion: { done in
print(“segue complete”)
})
Now once you tap the same button to go to Facebook profile (or Twitter button, basically anything that causes the app to go to background), this warning occurs (there is no keyboard displayed on the screen at this time):
Cannot snapshot view (>) with afterScreenUpdates:NO, because the view is not in a window. Use afterScreenUpdates:YES.
Returning to the app and pressing the button again causes this warning to appear (and every attempt after that):
Snapshotting a view that has not been rendered results in an empty snapshot. Ensure your view has been rendered at least once before snapshotting or snapshot after screen updates.
I realize this is related to snapshotting a view that automatically occurs prior to entering the background. It appears for some reason it doesn't like doing that within a view that was presented modally. I've tried a variety of things based on other posts but cannot get the warnings to go away.
Any help is appreciated.

How to navigate to view controller after successful verification?

I'm using Digits - by Twitter API for phone number verification, a quick scenario: user tap on Sign Up buttonex: LoginViewController -> Digits API initialize to verify his phone number -> after successfully verification the app should move to next View Controller ex: HomeViewController but what happens is when the user is successfully verified the app returns to previous which is LoginViewController ! here is my code:
LoginViewController
// MARK: - Sign Up Button
#IBAction func signUpPressed(_ sender: Any) {
let configuration = DGTAuthenticationConfiguration(accountFields: .defaultOptionMask)
configuration?.appearance = DGTAppearance()
configuration?.appearance.backgroundColor = UIColor.white
configuration?.appearance.accentColor = UIColor.red
// Start the Digits authentication flow with the custom appearance.
Digits.sharedInstance().authenticate(with: nil, configuration:configuration!) { (session, error) in
if session != nil {
//Print Data
print(session?.phoneNumber!)
print(session?.userID!)
// Navigate to the main app screen to select a theme.
self.performSegue(withIdentifier: "toSignUpVC", sender: self)
} else {
print("Error")
}
}
}
Example of Storyboard:
NOTE: after the App returns to LoginViewController I can go to SignUpViewController successfully after I tap the SignUp Button again, because Digits registered the device in the first time, so why doesn't Digits move to the next View Controller instead of going back to LoginViewController, any user will never know if he was successfully signed up or not !
You can fix your issue by adding the code below. Closure should be called after the function execution.
let deadline = DispatchTime.now() + .seconds(1)
DispatchQueue.main.asyncAfter(deadline: deadline)
{
self.performSegue(withIdentifier: "toSignUpVC", sender: self)
}