Extend selection in NSCollectionView with Shift key - objective-c

I recently reviewed one of my Applications that I released a year ago.
And I see that nowadays the NSCollectionView inside it has lost the selection functioning such as SHIFT + Select now it behaving as CMD + Select.
(Secondary issue: I am also not getting a selection rectangle when dragging with the mouse.)
Obviously I want this feature back, where using shift would expand the selection from the previously clicked cell to the shift-clicked cell.
What have I done:
//NSCollectionView * _picturesGridView; //is my iVar
//In initialization I have set my _picturesGridView as follows
//Initializations etc are omitted -- (only the selection related code is here)
[_picturesGridView setSelectable:YES];
[_picturesGridView setAllowsMultipleSelection:YES];
Question: Is there an easy way to get back this functionality? I don't see anything related in documentation and I couldn't find any solution on the internet.
Sub Question: If there is no easy way to achieve that -> Should I go ahead and create my own FancyPrefix##CollectionViewClass and to reimplement this feature as I wish -- Or is it better to go over the existing NSCollectionView and force it to behave as I wish?
Sub Note: Well if I will find myself reimplementing it it will be light weight class that will just comply to my own needs -- I mean I will not mimic the entire NSCollectionView class.
P.S.
I am able to select an item by clicking on it I am able to select multiple items only with CMD+Click or SHIFT+Click but the latter behaves exactly as CMD+Click which I don't want as well.
As for the mouse Selection Rectangle - I didn't override any Mouse events. It is not clear why I don't have this functionality.

Per Apple's documentation, shouldSelectItemsAtIndexPaths: is the event that only gets invoked when the user interacts with the view, but not when the selection is modified by one's own code. Therefore, this approach avoids side effects that may occur when using didSelectItemsAt:.
It works as follows:
It needs to remember the previously clicked-on item. This code assumes that the NSCollectionView is actually a subclass called CustomCollectionView that has a property #property (strong) NSIndexPath * _Nullable lastClickedIndexPath;
It only remembers the last clicked-on item when it was a simple selection click, but not, for instance, a drag-selection with more than one selected item.
If it detects a second single-selection click with the Shift key down, it selects all the items in the range from the last click to the current click.
If an item gets deselected, we clear the last clicked-on item in order to simulate better the intended behavior.
- (NSSet<NSIndexPath *> *)collectionView:(CustomCollectionView *)collectionView shouldDeselectItemsAtIndexPaths:(NSSet<NSIndexPath*> *)indexPaths
{
collectionView.lastClickedIndexPath = nil;
return indexPaths;
}
- (NSSet<NSIndexPath *> *)collectionView:(CustomCollectionView *)collectionView shouldSelectItemsAtIndexPaths:(NSSet<NSIndexPath*> *)indexPaths
{
if (indexPaths.count != 1) {
// If it's not a single cell selection, then we also don't want to remember the last click position
collectionView.lastClickedIndexPath = nil;
return indexPaths;
}
NSIndexPath *clickedIndexPath = indexPaths.anyObject; // now there is only one selected item
NSIndexPath *prevIndexPath = collectionView.lastClickedIndexPath;
collectionView.lastClickedIndexPath = clickedIndexPath; // remember last click
BOOL shiftKeyDown = (NSEvent.modifierFlags & NSEventModifierFlagShift) != 0;
if (NOT shiftKeyDown || prevIndexPath == nil) {
// not an extension click
return indexPaths;
}
NSMutableSet<NSIndexPath*> *newIndexPaths = [NSMutableSet set];
NSInteger startIndex = [prevIndexPath indexAtPosition:1];
NSInteger endIndex = [clickedIndexPath indexAtPosition:1];
if (startIndex > endIndex) {
// swap start and end position so that we can always count upwards
NSInteger tmp = endIndex;
endIndex = startIndex;
startIndex = tmp;
}
for (NSInteger index = startIndex; index <= endIndex; ++index) {
NSUInteger path[2] = {0, index};
[newIndexPaths addObject:[NSIndexPath indexPathWithIndexes:path length:2]];
}
return newIndexPaths;
}
This answer has been made "Community wiki" so that anyone may improve this code. Please do so if you find a bug or can make it behave better.

I hacked together a sample of doing this, starting with the sample code git#github.com:appcoda/PhotosApp.git, all my changes are in ViewController.swift.
I kept track of whether the shift was up or down by adding
var shiftDown = false
override func flagsChanged(with event: NSEvent) {
shiftDown = ((event.modifierFlags.rawValue >> 17) & 1) != 0
}
I added this instance variable to remember the last selection
var lastIdx: IndexPath.Element?
Then, to the already defined collectionView(_:didSelectItemsAt), I added
let thisIdx = indexPaths.first?[1]
if shiftDown, let thisIdx = thisIdx, let lastIdx = lastIdx {
let minItem = min(thisIdx, lastIdx)
let maxItem = max(thisIdx, lastIdx)
var additionalPaths = Set<IndexPath>()
for i in minItem...maxItem {
additionalPaths.insert(IndexPath(item: i, section: 0))
}
collectionView.selectItems(at: additionalPaths, scrollPosition: [])
}
lastIdx = thisIdx
This is just a start. There's probably bugs, especially around the saving of the lastIdx.

None of the answers appear to support sections or shift selecting across section boundaries. Here is my approach:
- (NSSet<NSIndexPath *> *)collectionView:(NSCollectionView *)collectionView shouldSelectItemsAtIndexPaths:(NSSet<NSIndexPath *> *)indexPaths
{
if ([shotCollectionView shiftIsDown])
{
// find the earliest and latest index path and make a set containing all inclusive indices
NSMutableSet* inclusiveSet = [NSMutableSet new];
__block NSIndexPath* earliestSelection = [NSIndexPath indexPathForItem:NSUIntegerMax inSection:NSUIntegerMax];
__block NSIndexPath* latestSelection = [NSIndexPath indexPathForItem:0 inSection:0];
[indexPaths enumerateObjectsUsingBlock:^(NSIndexPath * _Nonnull obj, BOOL * _Nonnull stop) {
NSComparisonResult earlyCompare = [obj compare:earliestSelection];
NSComparisonResult latestCompare = [obj compare:latestSelection];
if (earlyCompare == NSOrderedAscending)
{
earliestSelection = obj;
}
if (latestCompare == NSOrderedDescending)
{
latestSelection = obj;
}
}];
NSSet<NSIndexPath *>* currentSelectionPaths = [shotCollectionView selectionIndexPaths];
[currentSelectionPaths enumerateObjectsUsingBlock:^(NSIndexPath * _Nonnull obj, BOOL * _Nonnull stop) {
NSComparisonResult earlyCompare = [obj compare:earliestSelection];
NSComparisonResult latestCompare = [obj compare:latestSelection];
if (earlyCompare == NSOrderedAscending)
{
earliestSelection = obj;
}
if (latestCompare == NSOrderedDescending)
{
latestSelection = obj;
}
}];
NSUInteger earliestSection = [earliestSelection section];
NSUInteger earliestItem = [earliestSelection item];
NSUInteger latestSection = [latestSelection section];
NSUInteger latestItem = [latestSelection item];
for (NSUInteger section = earliestSection; section <= latestSection; section++)
{
NSUInteger sectionMin = (section == earliestSection) ? earliestItem : 0;
NSUInteger sectionMax = (section == latestSection) ? latestItem : [self collectionView:collectionView numberOfItemsInSection:section];
for (NSUInteger item = sectionMin; item <= sectionMax; item++)
{
NSIndexPath* path = [NSIndexPath indexPathForItem:item inSection:section];
[inclusiveSet addObject:path];
}
}
return inclusiveSet;
}
// Otherwise just pass through
return indexPaths;
}

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For loop in Sprite Kit seems to be emptying an array?

I'm just starting to wrap my brain around Sprite Kit and I am encountering a very strange error when attempting to change the property of a node in a for loop im using.
I have two SKSpriteNode objects, one is the child of a SKScene (BLATheBugs) and the other is a child of the first (BLAEmptySpaces). I have a grid laid out with BLAEmptySpaces, and BLATheBugs on top of those empty spaces which are supposed to take UITouch, and move to an empty space if its bool isOccpupied property == False. When the scene is set up, the SKScene triggers a method in TheBugs:
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Sorry for the long post, but hopefully somewhere in here is the cause of my problem.
Thank you very much guys!

Efficient way of checking the content of every NSDictionary in NSArray

In my app I'me getting responses from the server and I have to check that I don't create duplicate objects in the NSArray which contains NSDictionaries. Now to check if the objects exists I do this:
for (int i = 0; i < appDelegate.currentUser.userSiteDetailsArray.count; i++){
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I set up a BOOL value because this iteration goes numerous times inside a method and I can't use return to stop it. I think there is a better way to perform this check and I would like to hear your suggestions about it.
BOOL needToCheck = YES;
for (int i = 0; i < appDelegate.currentUser.userSiteDetailsArray.count; i++){
NSDictionary *tmpDictionary = [appDelegate.currentUser.userSiteDetailsArray objectAtIndex:i];
if ([[tmpDictionary valueForKey:#"webpropID"] isEqualToString:tmpWebproperty.identifier]){
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break;
}
}
if (needToCheck) {
//Doing stuff here
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But, as others have said, you can maybe keep a "summary" in a separate NSSet that you check first, vs spinning through all the dictionaries.
NSDictionary *previousThing = nil;
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if ([thing[#"webpropID"] isEqualToString:newWebPropertyIdentifier]) {
previousThing = thing;
break;
}
}
if (previousThing == nil) {
// no previous thing
} else {
// duplicate
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Label display not instant with iPhone app

I am developing an application for the iPhone. The question I have is how to display a new label with a different text every .5 seconds. For example, it would display Blue, Red, Green, Orange and Purple; one right after one another. Right now I am doing this:
results = aDictionary;
NSArray *myKeys = [results allKeys];
NSArray *sortedKeys = [myKey sortedArrayUsingSelector:#selector(caseInsensitiveCompare:)];
int keyCount = [sortedKeys count];
while (flag == NO) {
NSTimeInterval timeMS = [startDate timeIntervalSinceNow] * -10000.0;
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ii++;
i += 1000;
NSLog(#"endDate = %f", timeMS);
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lblResult.text = [results valueForKey:[sortedKeys objectAtIndex:(randomNumber - 1)]];
result = [results valueForKey:[sortedKeys objectAtIndex:(randomNumber - 1)]];
lblResult.text = result;
}
if (ii > 25) {
flag = YES;
}
}
lblResult.text = [results valueForKey:[sortedKeys objectAtIndex:(sortedKeys.count - 1)]];
this function is called at the viewDidAppear Function and currently isn't displaying the new labels. It only displays the one at the end. Am I doing anything wrong? What would be the best method to approach this?
The problem is that you're not giving the run loop a chance to run (and therefore, drawing to happen). You'll want to use an NSTimer that fires periodically and sets the next text (you could remember in an instance variable where you currently are).
Or use something like this (assuming that items is an NSArray holding your strings):
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{
NSUInteger index = [num unsignedInteger];
[label setText:[items objectAtIndex:index]];
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if (index < [items count]) {
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At the beginning (e.g. in viewDidAppear:), you could then call
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You'd of course need to ensure that the performs are not continuing when your view disappears, you could do this by canceling the performSelector, or if you're using a timer, by simply invalidating it, or using a boolean, or ...
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If I highlight an image and delete it, it animates and disappears as expected...
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int n = [temporaryArray count];
for(index=0; index < n; index++){
[mImages insertObject:[temporaryArray objectAtIndex:index]
atIndex:destinationIndex];
}
return YES;
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Interestingly, this line throws a warning
for(index=[indexes lastIndex]; index != NSNotFound;
comparison is always true due to
limited range of data type
As mentioned above by NSGod, changing int index to NSUInteger index solved the problem