Layer-Backed NSControl Still Calls NSCell Drawing Routines - objective-c

Context:
Apple has "soft-deprecated" NSCell on macOS. I'm trying to reduce the use of it in my custom NSControl subclasses and, instead, use CALayers to handle my drawing. To do this, I make my NSButton subclass layer-backed:
self.wantsLayer = YES;
And then I attempt to handle my drawing using the "updateLayer" path instead of "drawRect":
- (BOOL) wantsUpdateLayer {
return YES;
}
- (void) updateLayer {
// Change layer background/border colors if pressed, disabled, etc.
// Change text color of a CATextLayer sublayer for button's title.
}
The Problem:
If I use -updateLayer, the NSCell still receives drawing commands and draws its title, resulting in a "blurry" title string in my control because the string is being drawn twice—once in my textLayer and once by the Cell.
If, however, I do the exact same work as above in -drawRect: instead of -updateLayer, then the cell does NOT do any drawing (because I don't call down into it with [self.cell drawInteriorWithFrame:ControlView:])
I cannot, for the life of me, figure out what's firing the cell drawing when the associated controlView (my button subclass) has opted into -updateLayer instead of -drawRect:.
I have looked at all the methods on NSControl.h and NSView.h. I've overridden all of the -updateCell and associated methods. None of those are the culprit. I cannot simply set self.cell=nil because NSControl still relies on NSCell for event handling, etc.
Can someone tell me how to stop NSCell from drawing when its associated controlView is using -updateLayer instead of -drawRect:?

In -[NSButtonCell layoutLayerWithFrame:inView:], the cell adds a NSTextField to draw the title. Override titleRectForBounds: and return NSZeroRect to remove the title.

Related

Why NSView leaves an image on superview on where it was when I move it?

I am working on a small application on Mac that I need to create customed cursor and move it. I used NSImageView to implement it. However when I call setFrameOrigin (the same to setFrame) it will leaves images on the previous place.
Here is my code:
#property (nonatomic, strong) NSImageView *eraserView;
this is the define
_eraserView = [[NSImageView alloc] initWithFrame:CGRectMake(100, 100, 32, 32)];
_eraserView.image = [NSImage imageNamed:#"EraserCursor"];
[self.view addSubview:_eraserView];
[_eraserView setHidden:YES];
here is the initialization. Everything goes well until now but:
- (void)setImageatPoint:(NSPoint)point
{
[_eraserView setFrameOrigin:point];
}
- (void)hidePenImage
{
[_eraserView setHidden:YES];
}
- (void)unhidePenImage: (BOOL)isEraser
{
[_eraserView setHidden:NO];
}
These are methods I use to change the state of the NSImageView. They will be called by another class using delegate when corresponding events of trackpad occurs.
However every time I change the state of the NSImageView, it seems like it is drawn on the superview.
I debugged it and found there was no extra subviews. And when I use setHidden it has no effect on those tracks. I think it somehow did something to the CALayer, but I have no idea how to fix it.
Screenshots would help but in general if you move a view or change the area of the view that is drawn, you need to redraw.
To do this it kind of depends on how your drawing happens. Calling setNeedsDisplay may not be enough if your implementation of drawRect only draws a sub rect of the view bounds. Cocoa only draws what it is told to draw.
You can erase sections of the view that should be empty by drawing (filling) where it should be empty. That means drawing a color ( NSColor clearColor if nothing else) in the area that was previously drawn.

How to change background color for NSview in Cocoa

I want to change background color for many nsview. I override drawRect: on subclass NSview but i don't know how to set background color for myview( is reference IBOUTLET). please help me. Thanks so much
Code for CustomView.h
#import <Cocoa/Cocoa.h>
#interface CustomView : NSView
#end
Code for CustomView.m
#import "CustomView.h"
#implementation CustomView
- (void) drawRect:(NSRect)dirtyRect {
[[NSColor whiteColor] setFill];
NSRectFill(dirtyRect);
[super drawRect:dirtyRect];
}
#end
And in main class, i added #import "CustomView.h" but i don't know how to set background for myview.
Welcome to Cocoa drawing.
Cocoa drawing uses Quartz which is a PDF model.
Drawing in this occurs in a back to front procedural order.
In Quartz drawing there is a drawing environment state object called the Graphics Context.
This is an implicit object in many of the drawing ops in AppKit.
(in Core Graphics or other APIs it could need to be explicitly called)
You tell the Graphics Context what the current color and other parameters are, then draw something, then change parameters and draw more, etc...
In AppKit, you do this by sending a message to the NSColor object, which is weird. but that's how it works.
In your drawRect: method you should call super first usually, because you probably want your drawing on top of that...
- (void) drawRect:(NSRect)dirtyRect {
[super drawRect:dirtyRect];
// This next line sets the the current fill color parameter of the Graphics Context
[[NSColor whiteColor] setFill];
// This next function fills a rect the same as dirtyRect with the current fill color of the Graphics Context.
NSRectFill(dirtyRect);
// You might want to use _bounds or self.bounds if you want to be sure to fill the entire bounds rect of the view.
}
If you want to change the color, you'll need an #property NSColor
You might need more than one for your drawing.
That allows you to set the color.
You might want the view to use KVO and observe its own color property then draw itself if the color property changes.
You could do a lot of different things to set the color. (a button or pallette elsewhere) But all of them would eventually result in sending a message to set the color of a property of your view for drawing.
Finally, if you want to update the drawing, you need to call [myView setNeedsDisplay:YES]; where myView is a reference to an instance of the NSView subclass.
There is also display but that's forceful.
setNeedsDisplay: says to schedule it on the next run of the event loop (runLoop). display kind of makes everything jump to that right away.
The event loop comes back around fast enough you shouldn't force it.
Of note, setNeedsDisplay: is the entire view.
In a fancy ideal world with complex views, you might want to more appropriately optimize things by calling setNeedsDisplayInRect: where you designate a specific CG/NSRect of the view as needing to be redrawn.
This allows the system to focus redrawing to the smallest union rect possible in the window.
I'm super late, but this is how I do it - there's no need to sub class:
NSView *myview = [NSView new];
[view setWantsLayer:YES];
view.layer.backgroundColor = [NSColor greenColor].CGColor;

How to change the background color of an NSPopupButton?

I am trying to tackle a problem which sounds pretty simple: changing the background color of an NSPopupButton.
Interface Builder only allows changing the style to a pre-defined one and doesn't allow changing the background color. Also, setting up an IBOutlet didn't help since NSPopupButton doesn't have a setBackgroundColor method.
I also tried subclassing NSPopupButton to override the drawRect method. Here's what I have tried:
- (void)drawRect:(NSRect)dirtyRect
{
[[NSColor redColor] setFill];
NSRectFill(dirtyRect);
}
This draws a red rectangle over the NSPopupButton rather than setting it as a background color.
Any ideas on how to go about solving this?
You should create a subclass of NSPopUpButtonCell, then override
- (void)drawBezelWithFrame:(NSRect)frame inView:(NSView *)controlView
NSPopupButtonCell is a subclass of NSButtonCell which defines several methods for drawing individual cell components, eg bezel, title, image.
You can then expand the NSPopupButton and change its cell subclass to your new subclass and it should use your drawing methods.
Cocoa primarily uses NSCell to handle drawing, unlike iOS
Swift version of #DanBrooker's answer. The example shows setting a background color
class PopUpButtonCell: NSPopUpButtonCell {
override func drawBezel(withFrame frame: NSRect, in controlView: NSView) {
guard let context = NSGraphicsContext.current?.cgContext else { return }
NSColor.red.setFill() // NSColor.white.setFill()
context.fill(frame)
}
}
The button is draw by the system, so there isn't a real way to set the background color in a way that the system draws it like you want.The only thing that you can do is to draw it in the drawRect method, also drawing the title, and drawing a portion of the rectangle.

Clickable links within a custom NSCell

I have a custom NSCell with various elements inside of it (images, various text pieces) and one of those text blocks may have various clickable links inside of it. I have my NSAttributedString correctly identifying the links and coloring them blue however I can't figure out how to get the cursor to turn into a hand and allow a user to actually click on them.
Right now I have my attributed string drawn right to the cell which obviously isn't clickable, but I'm not sure how to add it any other way since NSCell doesn't inherit from NSView. Normally I'd just add an NSTextField as a subview but I can't do it like that in this case.
Any thoughts?
The only solution I can think of is via manual hit testing and mouse tracking within your NSCell. The hardest part (which I don't have the answer to) is how to determine the rect of the link text ... hopefully someone can answer that?
Once you know the rect of the url text it's possible to implement the clicking action by implementing hitTestForEvent. I think you'd do it something like this;
// If the event is a mouse down event and the point is inside the rect trigger the url
- (NSUInteger)hitTestForEvent:(NSEvent *)event inRect:(NSRect)frame ofView:(NSView *)controlView {
NSPoint point = [controlView convertPoint:[event locationInWindow] fromView:nil];
// Check that the point is over the url region
if (NSPointInRect(point, urlFrame)) {
// If event is mousedown activate url
// Insert code here to activate url
return NSCellHitTrackableArea;
} else {
return [super hitTestForEvent:event inRect:frame ofView:controlView];
}
}
Based on talks with Ira Cooke and other folks I've decided to go for the following solution:
Draw directly to the NSCell
When the mouse enters an NSCell, I will immediately add a custom NSView subview to the NSTableView at the same position as the NSCell that was hovered over.
Their designs match pixel for pixel so there's no discernible difference
This NSView will have an NSTextView (or Field, haven't decided) that will display the attributed string with links in it allowing it to be clickable.
When you hover out of the NSCell its mirror NSView is destroyed
If all goes according to plan then I should only have 1 NSView attached to the NSTableView at a time and most of the time none at all. I'll come back and report my results once I get it working.

UIView subclass draws background despite completely empty drawRect: - why?

So, I have a custom UIView subclass which enables drawing of rounded edges. The thing draws perfectly, however the background always fills the whole bounds, despite clipping to a path first. The border also draws above the rectangular background, despite the fact that I draw the border in drawRect: before the background. So I removed the whole content of drawRect:, which is now virtually empty - nevertheless the background gets drawn!
Anybody an explanation for this? I set the backgroundColor in Interface Builder. Thanks!
Sorry for this monologue. :)
The thing is that the UIView's layer apparently draws the background, which is independent from drawRect:. This is why you can't get rid of the background by overriding drawRect:.
You can either override - (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx and make the layer draw whatever you want, or you override - (void) setBackgroundColor:(UIColor *)newColor and don't assign newColor to backgroundColor, but to your own ivar, like myBackgroundColor. You can then use myBackgroundColor in drawRect; to draw the background however you like.
Overriding setBackgroundColor:
Define an instance variable to hold your background color, e.g. myBackgroundColor. In your init methods, set the real background color to be the clearColor:
- (id) initWithCoder:(NSCoder *)aDecoder
{
if ((self = [super init...])) {
[super setBackgroundColor:[UIColor clearColor]];
}
return self;
}
Override:
- (void) setBackgroundColor:(UIColor *)newColor
{
if (newColor != myBackgroundColor) {
[myBackgroundColor release];
myBackgroundColor = [newColor retain];
}
}
Then use myBackgroundColor in your drawRect: method. This way you can use the color assigned from Interface Builder (or Xcode4) in your code.
Here's an easier fix:
self.backgroundColor = [UIColor clearColor];
I hesitate to suggest this because I don't want to offend you, but have you set opaque to NO?
This is easily reproducible:
Create a new View-Based iPhone Application. Create an UIView subclass and leave the drawRect: method completely empty. In Interface Builder, drag a UIView into the main view, assign it a background color and set the class of the view to your subclass. Save, build and run, and see, the view shows the background color.
I have circumvented this behaviour by overriding setBackgroundColor: and assigning the color to my own ivar, always leaving the backgroundColor property nil. This works, however I'm still wondering why this works this way.
You should set
clearsContextBeforeDrawing = NO
It's that simple.
From the UIView Reference Docs
Oops. I misunderstood the question. The OP (original poster) wants their custom control to support the standard "backgroundColor" property (eg, set by the gui designer), but does NOT want the system to paint that color. The OP wants to paint the bg himself so that he can round the corners.
In that case, the post about overriding the layer level drawing is correct.
The solution I posted will prevent the UI system from clearing your buffer before drawing. When you have no bg defined, if clearsContextBeforeDrawing is set, the iOS will clear your view's buffer, setting all pixels to transparent black. Doing this for a full-screen view takes about 5ms in an iPad3, so it's not free (pushing that 2048x1536 pixels never is). For comparison drawing a full-screen bitmap (using kCGBlendModeCopy to force blitting) takes ~25ms (using quartz, not GPU).
While it is possible to override the code that copies the background colour into the view's layer, I'm not a fan of this approach. I believe it can cause issues with views intended to be opaque. My suggestion is to create a custom colour variable like this:
#IBInspectable var foregroundColor: UIColor = .black {
didSet { setNeedsDisplay() }
}
Now, set your view's backgroundColor to clear and use foregroundColor in your drawing code in its place. The code above takes care of updating it when the value changes, and also exposes it to Interface Builder if required.
Another alternative is to use your view's tintColor instead, and to ensure that it updates correctly when tint colour changes. You may be reserving tint colour for other uses though, so this is not necessarily ideal. If you use tintColor, don't forget to include the following:
override func tintColorDidChange() {
setNeedsDisplay()
}