Force NSPopover resizing with animation - nspopover

I have an NSPopover that I want to resize with animation. In my case, setContentSize works, but without animation (apple says that animation is not guaranteed).
I'm investigating the use of NSViewAnimation. With this approach, the popover does resize with animation, but this requires setting the popover (window) frame origin, not just its size.
Here lies the problem, I need to know the edge to which the popover is "attached" to its positionRect because this edge should not move during resizing.
To this end, have set a rather inelegant method that involves comparing the position of the popover to that of the view to which it is attached in screen space, but I'd like to know if there is a more elegant solution to reach my goal (suggestions in obj-c are preferred, I'm already old.)

Related

NSButton rendering issues when displayed over NSImageView

I have a NSButton sibling on top of a NSImageView.
Whenever I click the window, there are some rendering issues. It looks like this:
As you can see, the white edges are the problem.
Strangely, this problem even persists if I override drawRect:.
Nothing gets rendered at all, but whenever I click it, those white edges appear.
Also, when the background-image changes, the button gets redrawn and the edges disappear.
Any idea what might cause this?
EDIT
I found out that this actually happens with every single instance of NSView
and it actually clears part of the buffer (you can see the desktop wallpaper):
EDIT 2
I also just found out that this does not happen if I layer-back the windows content-view.
Well, this question was impossible for anyone to answer.
My window had a custom contentView, which was just drawing a view with rounded corners.
Instead of using self.bounds, I used dirtyRect to draw the background.
So when the contentView wanted to redraw the background of the controls that were updated, those rounded corners were cut out.

Best approach for drawing a graph of almost infinite size in a UIScrollView on iPad

I'm currently working on an app which needs to draw s.th. like a network graph. Unfortunately this graph can become very big with thousands of movable objects.
I tried to put a giant UIView inside a UIScrollView but soon noticed this won't work because of memory limitations.
So I tried another approach: currently I have a UIView which has exactly the size of the visible part of the UIScrollView. The scrollview is set to not handle the scrolling (only the pinching). Instead I handle the scrolling in the UIView. Everytime a user scrolls, all graphic objects (those graphic objects are currently just subclasses of NSObject, which contain custom drawing code) are moved, so it seems like the view is scrolling. In the drawRect I only draw the graphics that are currently visible.
Also I constantly add and remove sublayers if they are moved out/in the visible frame
This works very smooth even with thousands of objects.
Unfortunately this approach has some drawbacks:
I can't zoom out to see all the objects in the graph, instead the user can only see a part of it
I don't get the inertial scrolling the UIScrollView offers
Other approaches I tried, like the CATiledLayer, don't work either because all the objects in the graph are draggable by the user and it looks really ugly if I use a CATiledLayer...
Swapping out the UIView with other UIViews while the user scrolls may help with the inertial scrolling, but it makes everything more complicated and zooming out completely still won't work :-(
Do you know of any best practices to draw graphs that can be very big?
//edit: I ended up with a uiscrollview which has a subview which has a cascrolllayer which has many sublayers. While zooming in and out the frame of the uiscrollviews subview is constantly changed to the uiscrollviews bounds by view.frame = scrollview.bounds. While dragging the scrollview the cascrolllayer is always forced to scroll to the current offset of the scrollview.
I needed to subclass the uiscrollview and hack around in order to make the zooming work nicely, but it's working well now. This approach works very well and allows very big graphs with lots of draggable elements.
//edit: see my other answer below, the approach above didn't work out as well as I initially thought, especially the zooming part
CATiledLayer is definitely what you should use here—there’s not really another solution that’ll let you use Quartz/UIKit drawing on a huge zoomable canvas. For anything that needs to be interactive (dragged or animated or whatever), you can disable its display in the main tiled layer and overlay another view or layer on top of it that just contains the object being interacted with.

Resizing an NSView smaller than its subviews?

Couldn't find anything on the net about this and wondered if anyone on SO has a solution.
I have an NSView with several subviews that are centered by removing the left and right anchor points. When I resize my view, programatically or with the mouse, to a smaller width than the subviews: it pushes them off center. Has anyone come across this before and do you have a solution?
EDIT: I want to be able to resize my view to a zero width. The reason being, the view is actually part of a split view and I have hooked up a button to 'collapse' it. When it collapses all of the subviews are pushed off-center and aren't re-centered when the view is resized, effectively un-collapsing it.
I have solved my problem now and thought I would share incase anyone comes across this issue in the future.
No amount of playing with autosizing options or view layouts in Interface Builder seemed to stop my subviews from getting moved off center. I did manage to find this link here and from this page, the advice:
Springs and struts, as currently
implemented, are really no good for
anything but keeping either one or
both sides of a view "stuck" to the
nearest edge. Any sort of centering
behavior, division of gained/lost area
between multiple views, etc. has to be
done by hand.
Based on this I overrode my view's setFrame: method and manually laid out my subviews using their setFrame: method. This works great and gives me the results I'm looking for.
There is the same issue using NSSplitView, resizing here one Subview to be smaller than the Subview Subviews makes sense,e.g. having small charts in the upper subview, and an rss reader in the lower subview.
If you want to show only the rss reader in the lower subview, you can "hide" the upper subview, but after resizing the upper subview the NSImageView are not layed out the same as in the beginning. Check this nib/xCode Project and the following screenshot to see this behaviour.
Only workaroung is to override the resize function to stop getting smaller.

How can I render a custom view in a UIScrollView at varying zoom levels without distorting the view?

The scenario:
I have a custom view (a subclass of UIView) that draws a game board. To enable the ability to zoom into, and pan around, the board I added my view as a subview of UIScrollView. This kind of works, but the game board is being rendered incorrectly. Everything is kind of fuzzy, and nothing looks right.
The question:
How can I force my view to be redrawn correctly ay varying scales? I'm providing my view with the current scale and sending it a setNeedsDisplay message after the scroll view is done zooming in/out, but the game board is still being rendered incorrectly. My view should be redrawing the game board depending on the zoom level, but this isn't happening. Does the scroll view perform a generic transformation on subviews? Is there a way to disable this behavior?
The easiest way to do this is to render your game board at a really high resolution, then let the ScrollView handle scaling it down to your display size automatically.
Basically, set the contentSize of your ScrollView to something big (say 1024x1024), and make your game board one giant view inside it, of the same size (say 1024x1024). Then simply let the ScrollView handle all the scaling questions. You don't even need to intercept setNeedsDisplay or anything; as far as your game is concerned, it's just always rendering at the highest resolution.

How can I scroll a UIView of indefinite size within a UIScrollView

I'm trying to draw a graph that is indefinitely large horizontally, and the same height as the screen. I've added a UIScrollView, and a subclass of a UIView within it, which implements the -drawRect: method. In the simulator, everything works fine, but on the device, it can't seem to draw the graph after it reaches a certain size.
I'm already caching pretty much everything I can, and basically only calling CGContextAddLineToPoint in the -drawRect: section. I'm only drawing what's visible on the screen. I have a delegate to the UIScrollView which listens for -scrollViewDidScroll: which then tells the graph to redraw itself ([graphView setNeedsDisplay]).
I found one method that tells me to override the +layerClass method and return [CATiledLayer class]. This does allow the graph to actually draw on the device, but it functions very poorly. It's incredibly slow to actually draw, and the fade in that occurs is undesirable.
Any suggestions?
Well, here's my answer: I basically did something similar to how the UITableView works with cells: I have an NSMutableSet of GraphView objects which store unused graphs. When a section of the scroll view becomes visible, I take a graph view from that set (or make a new one if the set is empty). It already had a scrollX property to determine which part of it was supposed to draw. I set the scrollX property to the correct value and, instead of using the screen width, I gave it an arbitrary width to draw. When it goes out of the scroll view, it is removed from the UIScrollView and added to the set.
I wonder though if I really even need to remove them when they go outof the view? It may be prudent to try leaving them in and remove the ones not on screen only if I get a low memory warning? This might get rid of the pause whenever it needs to redraw a section of graph that hasn't changed.
My saving grace here was that my GraphView already was set up to draw only a portion of the graph. All I needed to do then was just make more than one of them.
I think this is a limitation of the iPhone graphics hardware. Through experimentation, I have seen that the iPhone will refuse to draw a frame that is bigger than 2000 pixels in either height or width. It probably has something to do with limited size for frame buffers in hardware.
Watch the 2011 WWDC session video entitled "Session 104 - Advanced Scroll View Techniques".
Thanks, that's helpful. One question -- what did you use for the contentSize of the UIScrollView? Does UIScrollView tolerate large content sizes (over 2000 px) as long as you're not creating buffers to fill the entire space in your content view? Or are you keeping the UIScrollView a constant size (say, 2 screen widths) and resting the UIScrollView contentOffset property each time you draw (using scrollX instead of the contentOffset to store your position)?
I think I answered my own question (the latter seems like a better alternative), heh, but I'll go ahead and post this in case other people need clarification.