I have NSScrollView with drawable content.
It works fine with scrolling until I press Cmd+Tab or hide window in any other way.
When I open window with scrollView second time it doesn't redraw content on scrolling.
so drawRect function for documentView doesn't work anymore.
setting content view (I need to redraw it on scrolling because self.documentView is much wider than window's width)
[self.documentScroll setDocumentView:self.documentView];
in NSClipView
-(void) drawRect:(NSRect)dirtyRect {
[self setCopiesOnScroll: NO];
[super drawRect:dirtyRect];
NSArray* ar = self.subviews;
NSView* docView = ar.firstObject;
BOOL b = docView.needsDisplay;
}
docView.needsDisplay is always NO after window was hidden and shown second time. On application's launch it's always YES and drawRect method calls for documentView on every scrolling event
Related
i have a details view controller with a scrollview on it. And i have load UILabel, UIImageView on top of UIScrollView. The scrollview is set to scroll vertically only. and the view need to be able to recognize swipe left and right to navigate to next/previous page by adding
self.leftGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipeRecognizer:)];
[self.leftGestureRecognizer setDirection:UISwipeGestureRecognizerDirectionLeft];
[self.view addGestureRecognizer:self.leftGestureRecognizer];
So when i swipe within UILabel, it is working. If i swipe start from UIScrollView, it is not working. I guess it is the UIScrollView conflict the swipe gesture.
In short, swipe gesture is only working on the subview but not UIScrollView .Does anyone have any idea on this?
UPDATE:
If i swipe start from scrollview first then end at UILabel, it won't recognize the swipe gesture. If i swipe within UILabel(start and end in the UILAbel) it is able to recognize.
Make sure that if the UIImage allows zooming, the swipe recognizer won't work, since it is trying to zoom. If this is the case, you will need to enable the zoom only in certain case. hope it helps.
Initialize the scroll view with scrolling disabled. Then you need to disable scrolling in the scroll view when the image is not zoomed in, and renabled it when it is zoomed in. This provides the expected behavior.
- (void)scrollViewDidZoom:(UIScrollView *)scrollView {
if (scrollView.zoomScale != 1.0) {
scrollView.scrollEnabled = YES;
} else {
scrollView.scrollEnabled = NO;
}
}
To enable zoom provide an image on a delegate.
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return myImage;
}
Also add the gesture to instance of scrollview like this -
leftGestureRecognizer.delaysTouchesBegan = YES;
[myScrollView addGestureRecognizer:leftGestureRecognizer];
OR You can try the following -
[scrollView.panGestureRecognizer requireGestureRecognizerToFail: leftGestureRecognizer]
I have a Mac OS X (10.9) application with a custom NSView for my main NSWindow's contentView property. The only thing the custom view does is override drawRect: so that it's transparent. Transparency is required so that my NSOpenGLView is visible (see below):
/* Transparent NSView Subclass */
- (void)drawRect:(NSRect)dirtyRect
{
NSLog(#"Drawing Rect");
[[NSColor clearColor] set];
NSRectFillUsingOperation(dirtyRect, NSCompositeClear);
}
The contentView has an NSOpenGLView as a subview, with its surface order set to -1 (it's 'below' the main NSWindow, which is also transparent):
/* NSOpenGLView subclass: */
GLint order = -1;
[self.openGLContext setValues:&order forParameter:NSOpenGLCPSurfaceOrder];
I then instantiate a WebView and place it as a subview of this custom view:
_webview = [[WebView alloc] initWithFrame:frame];
[_webview setMaintainsBackForwardList:NO];
[_webview setTranslatesAutoresizingMaskIntoConstraints:NO];
[_webview setDrawsBackground:NO];
[_window.contentView addSubview:_webview];
The WebView is a small box in the window (on top of the NSOpenGLView) which is used to login to a service. Once login happens it should disappear, showing only the NSOpenGLView.
Here's the problem: when I call [_webview removeFromSuperview]; the contentView does not redraw; therefore, the WebView is still drawn on the screen (although not responsive to mouse or keyboard). If I use my mouse to resize the window that everything is in, the contentView redraws (I see the message in the logs) and the WebView's content disappears.
Also, if I don't add the NSOpenGLView as a subview, the WebView goes away as it should.
Shouldn't the contentView fire a drawRect after a subview is removed? Even when I used setNeedsDisplay: or setNeedsLayout: after removing the WebView the contentView still didn't redraw.
Apple's advice these days is to use Core Animation layers to put normal views on top of OpenGL views.
I suspect that the content view has redrawn itself. It draws clear. What you're seeing is the OpenGL surface behind it. The nearly-raw-VRAM nature of OpenGL surfaces may mean that the web view that was drawn on top of it actually modified the contents of the surface. So, I recommend that you force the OpenGL view to redraw itself. If it draws in its -drawRect:, then it should be enough to send it -setNeedsDisplay:. If you do rendering outside of -drawRect: by manually making the context current, issuing rendering commands, and then calling -flushBuffer, then you'll need to do that.
Note:Both Horizontal and vertical scrollers are visible on the screen and work fine.But I cant make them move Programatically.
I am working on a cocoa desktop application.I am using the NSScrollview in my Mainmenu.xib file and I am creating an outlet in its owner which is Appdelegate.h .
Here is the outlet
#property(nonatomic,retain) IBOutlet NSScrollView* scrollview;
When I try to set a new referencing outlet of my NSScrollview from the interface builder and take the line to file's owner I only see one option "delegate".I dont see the outlet scrollview.
So I connect the scrollview to the delegate in file's owner (As I cant see the scrollview outlet).
Now I am trying to do auto scrolling in my code.Here is the code
for(int a=0;a<10000;a++)
{
NSPoint pointToScrollTo = NSMakePoint ( 100+a,100+a ); // Any point you like.
[[self.scrollview contentView] scrollToPoint: pointToScrollTo];
[self.scrollview reflectScrolledClipView: [self.scrollview contentView]];
}
This code does not work and The scroller does not scroll automatically.
I am trying to make a slow scrolling animation with this code.
NSClipView has a scrollToPoint: method which can be used to scroll programmatically:
- (IBAction)scrollToMid:(id)sender
{
CGFloat midYPoint = [self.scrollView contentView].frame.size.height/2.0;
[[self.scrollView contentView] scrollToPoint:NSMakePoint(0.0, midYPoint)];
[self.scrollView reflectScrolledClipView:[self.scrollView contentView]];
}
If you want animated scrolling, you have to set the boundsOrigin via animator proxy. (Because neither NSScrollView nor NSClipView expose an animatable scroll point property)
- (IBAction)scrollToMidAnimated:(id)sender
{
[NSAnimationContext beginGrouping];
[[NSAnimationContext currentContext] setDuration:2.0];
NSClipView* clipView = [self.scrollView contentView];
NSPoint newOrigin = [clipView bounds].origin;
newOrigin.y = [self.scrollView contentView].frame.size.height/2.0;
[[clipView animator] setBoundsOrigin:newOrigin];
[NSAnimationContext endGrouping];
}
Better way to get this, flip the view. I have worked on this to get the scroll view to top.
-(void)scrollToTop:(NSScrollView *)scrollView
{
NSPoint newScrollOrigin;
if ([[scrollView documentView] isFlipped]) {
newScrollOrigin=NSMakePoint(0.0,0.0);
} else {
newScrollOrigin=NSMakePoint(0.0,NSMaxY([[scrollView documentView] frame]) -NSHeight([[scrollView contentView] bounds]));
}
[[scrollView documentView] scrollPoint:newScrollOrigin];
}
That should be called in windowDidLoad to get the position .
-(void)windowDidLoad
{
[super windowDidLoad];
[self scrollToTop:_myScroll];
}
In the identity inspector of your File's Owner, check its class. It must be set to NSApplication. You have to change it to AppDelegate to get the outlet scrollview to which you can connect your scrollview.
But the better option is to have a NSObject in your xib and set its class to AppDelegate. (However xcode create it by default, check if a item "AppDelegate" is present in the box "objects" below "Placeholders" where FileOwner is present). Now drag a Referencing outlet line from your scrollview to that object. It will show the IBOutlet object name of your Appdelegate class.
UPDATE:
You cannot create a slow animation using a for loop. The for loop is so fast that you will see only the final result, not the complete scrolling. You need to use core animation for slow animation or NSTimer to delay scrolling to make it slow.
Plus please try using [scrollview documentView] , everywhere in place of [scrollview contentView] . Although i haven't given it a try.
Ok I worked on it, and this is the final result
If your scroll bar is on top, the following will move it to end:
[scroll.contentView scrollToPoint:NSMakePoint(0, ((NSView*)scroll.contentView).frame.size.height - scroll.contentSize.height)];
[scroll reflectScrolledClipView: [scroll contentView]];
You may modify the above as per your need.
Also even your code is working, but you need to take the relative points in place of any point.
So instead of placing your code in the for loop, test it by dragging a button on your xib, and in its button action write:
NSPoint pointToScrollTo = NSMakePoint ( 100,100 ); // Any point you like.
[[scrollview contentView] scrollToPoint: pointToScrollTo];
[scrollview reflectScrolledClipView: [scrollview contentView]];
Now run the application, set the scroll of scrollview to some random position. Then click the button and check if scroll moved somewhere.
If it works then your code is fine, your only need to set the points accordingly. It worked for me.
I found that if you are using NSViewController, you need to do the 'scrollPoint' in your viewWillAppear method, rather than in viewWillLoad. FYI.
I am using a UIPanGestureRecognizer on a UIView that is in a UICollectionViewCell. I am using the translationInView method to get the translation along the X axis and slide the UIView left and right. It works fine, but now I cannot scroll up and down in the CollectionView if my finger is on a cell. Is there a way to make the PanGestureRecognizer pass the vertical scrolling to the UICollectionView?
I am trying to replicate the sliding seen in Reeder.app for iOS.
Once the UIPanGestureRecognizer activates in your UIView touches are no longer forwarded through the responder chain, because of that your UICollectionView is not receiving the touches anymore.
You can try setting your UIView as the delegate of your UIPanGestureRecognizer and place the logic of whether the UIPanGestureRecognizer should activate. You have to implement the delegate's method in your UIView:
-(BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)gestureRecognizer;
For example with the code below you would tell it not to activate if the velocity on the y axis of the view is greater than the velocity of the x axis (therefore sending the touches to the UICollectionView under it)
-(BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)gestureRecognizer{
UIPanGestureRecognizer *recognizer = (UIPanGestureRecognizer *)gestureRecognizer;
CGPoint velocity =[recognizer velocityInView:self];
if(abs(velocity.y)>=(abs(velocity.x))){
return NO;
}else return YES;
}
Hope this is helpful.
I have a window which has a custom NSView and has a bottom bar with controls on it, one of which is an NSColorWheel.
For simplicity sake the Window is 332px high, with the custom NSView being 300px high and the bottom bar being 32px high.
The bottom bar is created as part of my awakeFromNib when the app loads the window using the following code:
[[self window] setAutorecalculatesContentBorderThickness:YES forEdge:NSMinYEdge];
[[self window] setContentBorderThickness: 32.0 forEdge: NSMinYEdge];
In my custom NSView class I fill the rectangle with color. Everything works fine when the app loads using the following in my NSView class:
- (void)drawRect:(NSRect)dirtyRect
{
dirtyRect = [self bounds];
NSColor * mNewColor = [NSColor blackColor];
[mNewColor set];
[NSBezierPath fillRect:dirtyRect];
}
However, if I subsequently call a method that changes the color of the custom NSView when a color wheel in the bottom bar is changed, the bottom bar gets overwritten with the color. The following code illustrates this method (this code is in the custom NSView class:
- (void)changeBackgroundColor:(NSNotification *)notification
{
NSLog(#"Changed background color");
NSRect mRect = [self bounds];
NSColor * mNewColor = [theColorWell color];
[mNewColor set];
[NSBezierPath fillRect:mRect];
[self setNeedsDisplay:YES];
}
Resizing the window instantly corrects the problem, but obviously I don't want the user to have to resize the window for an obvious bug!
What I don't understand is why my bounds appear to be mapping to the parent window and not the custom NSView when I call setNeedsDisplay and yet the bound correctly adjust when I resize the window using the mouse (even if just by 1 pixel).
Do I somehow need to account for the bottom bar on the redraw?
Any and all help much appreciated.
You should do all your drawing in the drawRect: method of your custom NSView. Cocoa automatically sets up the graphics context for you when it calls this method - things may not draw correctly if you perform drawing operations in other methods.
Your code in drawRect: could set the colour to the the current background colour as specified by your NSColorWell and fill the dirtyRect rectangle with this.
Then in the other method just call [self setNeedsDisplay:YES]; and then drawRect: will automatically be called to redraw the view.
See here for more information: http://developer.apple.com/mac/library/documentation/Cocoa/Conceptual/CocoaViewsGuide/SubclassingNSView/SubclassingNSView.html#//apple_ref/doc/uid/TP40002978-CH7-SW4 (in particular the Drawing View Content section)