Facebook and Twitter Integration in Xcode Swift iOS Scripting
I have developed a game in Xcode using a set of sprites and scenes. Now I am trying to integrate functionality to post high scores on Twitter and Facebook. I've looked around and most people say to use SLComposeServiceViewController and that's ok until I try to imagine it. Since my application really only uses scenes, they never have a "presentViewController (....)" member function. Thus, I cannot imagine it. Does anyone know about this?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch:UITouch = touches.first!
let touchLocation = touch.location(in: self)
let touchedNode = self.atPoint(touchLocation)
if (touchedNode.name == "tryAgain") {
let nextScene = Scene_LiveGame(size: self.scene!.size)
nextScene.scaleMode = self.scaleMode
self.view?.presentScene(nextScene, transition: SKTransition.fade(withDuration: 0.5))
}
else if (touchedNode.name == "share") {
if SLComposeViewController.isAvailable(forServiceType: SLServiceTypeFacebook) {
let fShare = SLComposeViewController(forServiceType: SLServiceTypeFacebook)
self.presentViewController(fShare!, animated: true, completion: nil)
//^This is where my problem is. Xcode is telling me that self has no member function presentViewController which I totally understand, because its a scene and thus doesn't share those functions. But every resource online has shown me this is the only way to do it
}
}
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I won't go into the SLComposeViewController
linked code. I'll just show you two techniques besides what crashoverride777 suggested. Therefore, the first method will use notifications, for example:
GameScene:
import SpriteKit
let kNotificationName = "myNotificationName"
class GameScene: SKScene {
private func postNotification(named name:String){
NotificationCenter.default.post(
Notification(name: Notification.Name(rawValue: name),
object: self,
userInfo: ["key":"value"]))
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.postNotification(named: kNotificationName)
}
}
This is where you post a notification by tapping on the screen. The desired view controller class can listen for this notification, for example:
import UIKit
import SpriteKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
NotificationCenter.default.addObserver(
self,
selector: #selector(self.handle(notification:)),
name: NSNotification.Name(rawValue: kNotificationName),
object: nil)
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = GameScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
view.presentScene(scene)
}
}
}
func handle(notification:Notification){
print("Notification : \(notification)")
}
}
Here we are adding self as an observer for this notification - means that on notification, the appropriate processing method will be called (and this is our custom method handle(notification:)
). In this method, you must call your code:
if SLComposeViewController.isAvailable(forServiceType: SLServiceTypeFacebook) {
let fShare = SLComposeViewController(forServiceType: SLServiceTypeFacebook)
self.presentViewController(fShare!, animated: true, completion: nil)
}
Actually, I'll write another example for delegation to keep it clean :)
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You are getting this error because you need to expose a UIViewController from another UIViewController. So
self.presentViewController(...)
won't work because self (SKScene) is not a UIViewController. To represent from SKScene you have to say this
view?.window?.rootViewController?.presentViewController(fShare!, animated: true, completion: nil)
I would recommend that you no longer use these APIs. Better to use UIActivityViewController for your sharing needs. This way you only need one shareable button in the app and you can use all kinds of services (email, Twitter, Facebook, iMessage, WhatsApp, etc.).
Create a new Swift file and add this code.
enum ShareMenu {
static func open(text: String, image: UIImage?, appStoreURL: String?, from viewController: UIViewController?) {
guard let viewController = viewController, let view = viewController.view else { return }
// Activity items
var activityItems = [Any]()
// Text
activityItems.append(text)
// Image
if let image = image {
activityItems.append(image)
}
/// App url
if let appStoreURL = appStoreURL {
let items = ActivityControllerItems(appStoreURL: appStoreURL)
activityItems.append(items)
}
// Activity controller
let activityController = UIActivityViewController(activityItems: activityItems, applicationActivities: nil)
// iPad settings
if UIDevice.current.userInterfaceIdiom == .pad {
activityController.modalPresentationStyle = .popover
activityController.popoverPresentationController?.sourceView = view
activityController.popoverPresentationController?.sourceRect = CGRect(x: view.bounds.midX, y: view.bounds.midY, width: 0, height: 0)
activityController.popoverPresentationController?.permittedArrowDirections = UIPopoverArrowDirection.init(rawValue: 0)
}
// Excluded activity types
activityController.excludedActivityTypes = [
.airDrop,
.print,
.assignToContact,
.addToReadingList,
]
// Present
DispatchQueue.main.async {
viewController.present(activityController, animated: true)
}
// Completion handler
activityController.completionWithItemsHandler = { (activity, success, items, error) in
guard success else {
if let error = error {
print(error.localizedDescription)
}
return
}
// do something if needed
}
}
}
// MARK: - Activity Controller Items
/**
ActivityControllerItems
*/
private final class ActivityControllerItems: NSObject {
// MARK: - Properties
/// App name
fileprivate let appName = Bundle.main.infoDictionary?["CFBundleName"] as? String ?? "-"
/// App store web url
fileprivate let appStoreURL: String
// MARK: - Init
/// Init
fileprivate init(appStoreURL: String) {
self.appStoreURL = appStoreURL
super.init()
}
}
// MARK: - UIActivityItemSource
/// UIActivityItemSource
extension ActivityControllerItems: UIActivityItemSource {
/// Getting data items
/// Placeholder item
func activityViewControllerPlaceholderItem(_ activityViewController: UIActivityViewController) -> Any {
return ""
}
/// Item for actity type
func activityViewController(_ activityViewController: UIActivityViewController, itemForActivityType activityType: UIActivityType) -> Any? {
return URL(string: appStoreURL) ?? appName
}
/// Provide info about data items
/// Subject field for services such as email
func activityViewController(_ activityViewController: UIActivityViewController, subjectForActivityType activityType: UIActivityType?) -> String {
return appName
}
}
Then when the share button is clicked you can call it like this
ShareMenu.open(
text: "Can you beat my score?",
image: UIImage(...), // set to nil if unused
appStoreURL: "your iTunes app store URL", // set to nil if unused
from: view?.window?.rootViewController
)
Remember the image and appStoreURL will not show up all over the place, it depends on the sharing service.
You can also use your rating value from your scene and add it to the text like
ShareMenu.open(
text: "Can you beat my score \(self.score)?",
...
)
Hope it helps
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As I said, this can be done using notifications, for example in this answer , or you can go with a delegation:
First, you must declare a protocol MyDelegate
that defines one method called myMethod()
.
protocol MyDelegate:class {
func myMethod()
}
This method is a requirement that every class must fulfill if it conforms to this protocol.
In our example, you can view the scene as a worker, and the view controller as a boss. When the scene finishes its task, it notifies its boss (delegates responsibilities to him) about the completion of the work so that the boss can decide what comes next. I mean, I can say, "The scene is the boss, and it delegates to its employee, the viewer ..." But it doesn't really matter who you think is the boss ... the delegation parameter does matter.
So the view controller must conform to this protocol and will implement myMethod()
(which will be called by the scene later):
class GameViewController: UIViewController, MyDelegate {
override func viewDidLoad() {
super.viewDidLoad()
//MARK: Conforming to MyDelegate protocol
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = GameScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
scene.myDelegate = self
// Present the scene
view.presentScene(scene)
}
}
}
func myMethod(){
print("Do your stuff here")
}
}
And here's the code from GameScene
where you define the property MyDelegate
we use to communicate with our view controller:
import SpriteKit
class GameScene: SKScene {
weak var myDelegate:MyDelegate?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.myDelegate?.myMethod()
}
}
To find out when to choose delegation over notifications and vice versa, have a look in this article (or just search SO, there are some good posts on this).
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