How do find out if there is a full-screen app running on a specific NSScreen - objective-c

In Cocoa/AppKit, given a screen from [NSScreen screens], how can I find out if there's a full-screen app running on that specific screen? I'm mostly interested in apps that use the Cocoa APIs for full-screen, but if there's a solution that also encompasses other types of full-screen apps, even better. The solution needs be able to pass Mac App Store approval.
My specific use case involves a menu bar app (NSStatusItem) and figuring out whether or not a menubar is shown at all on [NSScreen mainScreen] in order to allow a global keyboard shortcut to show either a popover positioning on the status item (if it's visible) or a floating window if there's no visible status item.
NSScreens themselves don't seem to expose any information about windows/apps, and NSRunningApplication doesn't expose this information either.
Are there perhaps Carbon APIs for finding this out? For example, if I have a list of windows, I could iterate through them and see if any window frames match the screens' frame exactly. On the other hand, there might be apps that have a frame like that but run underneath other apps (like the Backdrop app, https://itunes.apple.com/us/app/backdrop/id411461952?mt=12), so an approach like this would need to look at window levels.

You can try the CGWindowList API, such as CGWindowListCopyWindowInfo().
If you just want to know if the menu bar is showing, you should be able to check -[NSApplication currentSystemPresentationOptions] for NSApplicationPresentationAutoHideMenuBar or NSApplicationPresentationHideMenuBar. That method can also tell you if the active app is in Cocoa full-screen mode (NSApplicationPresentationFullScreen).

Here's a solution based on CGWindowListCopyWindowInfo in Swift.
func fullScreenWindows(fullScreen: Bool) -> [CGWindowID] {
var winList: [CGWindowID] = []
// if you want to get the windows in full screen, you MUST make sure the option excluding 'optionOnScreenOnly'
let option: CGWindowListOption = fullScreen ? .excludeDesktopElements : [.excludeDesktopElements, .optionOnScreenOnly]
guard let winArray: CFArray = CGWindowListCopyWindowInfo(option, kCGNullWindowID) else {
return winList
}
for i in 0..<CFArrayGetCount(winArray) {
// current window's info
let winInfo = unsafeBitCast(CFArrayGetValueAtIndex(winArray, i), to: CFDictionary.self)
// current window's bounds
guard let boundsDict = (winInfo as NSDictionary)[kCGWindowBounds],
let bounds = CGRect.init(dictionaryRepresentation: boundsDict as! CFDictionary) else {
continue
}
// to check the window is in full screen or not
guard __CGSizeEqualToSize(NSScreen.main!.frame.size, bounds.size) else {
continue
}
// current window's id
guard let winId = (winInfo as NSDictionary)[kCGWindowNumber] as? CGWindowID,
winId == kCGNullWindowID else {
continue
}
winList.append(winId)
}
return winList
}

Here's a solution based on CGWindowListCopyWindowInfo, as Ken Thomases suggested in his answer:
- (BOOL)fullScreenAppPresentOn:(NSScreen *)screen
{
// Get all of the visible windows (across all running applications)
NSArray<NSDictionary*> *windowInfoList = (__bridge_transfer id)CGWindowListCopyWindowInfo(kCGWindowListOptionOnScreenOnly | kCGWindowListExcludeDesktopElements, kCGNullWindowID);
// For each window, see if the bounds are the same size as the screen's frame
for (int windowInfoListIndex = 0; windowInfoListIndex < (int)windowsInfoList.count; windowInfoListIndex++)
{
NSDictionary *windowInfo = windowInfoList[windowInfoListIndex];
CFDictionaryRef windowInfoRef = (__bridge CFDictionaryRef) windowInfo[(__bridge NSString *)kCGWindowBounds];
CGRect windowBounds;
CGRectMakeWithDictionaryRepresentation(windowInfoRef, &windowBounds);
if (CGRectEqualToRect([screen frame], windowBounds))
{
return YES;
}
}
return NO;
}

Related

How to correctly navigate with navigation's stack in Xamarin.ios?

I'm currently working on a project in Xamarin.iOS and I don't have any idea how the stack system works.
I have a menu where I choose the language of my app and I would like to refresh on the fly the language on all the previous pages when I select a different language.
When I tap on the previous button in my language settings the previous page is not translated so I decided to create a new ViewController that I put on the top of the stack with this.NavigationController.PushViewController(new ViewController(), true)
but I don't think it's the best way to do it so I tried
this.NavigationController.PopToRootViewController(true) to have the root ViewController but is there a way to get just the previous page on the stack?
public override void RowSelected(UITableView tableView, NSIndexPath indexPath)
{
var cell = this.GetCell(tableView, indexPath);
cell.SelectionStyle = UITableViewCellSelectionStyle.None;
var previousIndexPath = NSIndexPath.FromRowSection(this.selectedIndex, 0);
this.selectedIndex = indexPath.Row;
var selectedLanguage = this.supportedCultures[this.selectedIndex];
Localization.Culture = selectedLanguage;
this.SaveLanguageToUserDefault(selectedLanguage);
this.TableView.ReloadRows(new NSIndexPath[] { previousIndexPath,indexPath }, UITableViewRowAnimation.None);
this.NavigationController.PopToRootViewController(true);
//this.NavigationController.PushViewController(new ViewController(), true);
}
In iOS if you are using a NavigationController and you want to Navigate to the previous ViewController you use the PopViewController Method in the NavigationProperty.
this.NavigationController.PopViewController(true);
This will make you app close the current page you are and will show the previous one.
Look that this is different to the PopToRootViewController.
Hope this helps.-
When you press back button ViewDidAppear medthod getting called in the coming page. Here you write your logic like after opening notification when going back setting count 0 etc
public override void ViewDidAppear(bool animated)
{
base.ViewDidAppear(animated);
DashboardItem.NotificationCount = 0;
}

ObjectiveC Accessibility API: UnMaximize Window

I’m not sure if I am referring to this correctly, but when I use the word “UnMaximize”, I’m referring to:
When you click on the green button which is third on the top left of a
Chrome Window, it Maximizes the Window. When I use the word
“UnMaximize” above, I’m referring to the behavior that clicks that
button again so that it is no longer in full screen.
(By the way, what is the correct word for this in MacOS Terminology?)
I enjoy using the Easy Move+Resize App. While it can move Windows around, unfortunately, it has no effect on windows that are Maximized. Fortunately, the code is available on Github.
I’m curious if anyone can point me how to UnMaximize a Window using the Accessibility API
Does anyone what is the UnMaximize equivalent to kAXCloseButtonAttribute
I’m using MacOs 10.12 if that helps.
I’m grateful to #Willeke - Willeke for pointing me in the correct direction.
As mentioned in my question, I was looking at the code of the Easy Move+Resize App on GitHub. The problem with this code/app is that it does not work for Windows that are currently Maximized i.e. it tries to move these Windows, but it cannot, because they are fixed. (Note: This only has use and is relevant in a multi-monitor setup.) This app works correctly for Windows that are not Maximized.
Here, I am trying to add code that would UnMaximize a window in order to move it, and then Maximize it again after it has been moved. Obviously, the code below is in the context of this app, but I’m sure would be useful to users in other contexts.
I first added a wasMaximized property to EMRMoveResize.h
//EMRMoveResize.h
#property bool wasMaximized;
Next, I moved to EMRAppDelegate.m where the actual Event Callback code is. It should be noted that we are only concerned with moving i.e. only concerned with the Left Mouse Button. (This app uses the Right Mouse Button for resizing, which is not relavent when the Window has been maximized.) So, we are only concerned with kCGEventLeftMouseDown, kCGEventLeftMouseDragged and finally with kCGEventLeftMouseUp. In pseudo code, I have done something like:
If (LeftMouseDown) {
Find out if Window is Maximized
If (Window is Maximized) {
set the wasMaximized property
Click FullScreen Button to UnMaximize the Window in Order to Move it
}
The Window is now UnMaximized would now move as other windows in the LeftMouseDragged event, which I have not made any changes to. Finally,
If(LeftMouseUp) {
If(wasMaximized value was set) {
Click FullScreen Button again to Maximize the Window (Since it started out as Maximized)
Reset the wasMaximized property
}
}
Now for the snippets of code changes to EMRAppDelegate.m
if (type == kCGEventLeftMouseDown
|| type == kCGEventRightMouseDown) {
//..
//Skipped Unchanged Code
//..
//Find out if Window is Maximized
CFTypeRef TypeRef = nil;
if (AXUIElementCopyAttributeValue((AXUIElementRef)_clickedWindow, CFSTR("AXFullScreen"), &TypeRef)) {
if(Debug) NSLog(#"Could not get wasMaximized Value");
} else {
[moveResize setWasMaximized: CFBooleanGetValue(TypeRef)];
if(Debug) NSLog(CFBooleanGetValue(TypeRef) ? #"Updated Maximized to True" : #"Updated Maximized to False");
}
//Click FullScreen Button to UnMaximize the Window in Order to Move it
if([moveResize wasMaximized]) {
AXUIElementRef buttonRef = nil;
AXUIElementCopyAttributeValue(_clickedWindow, kAXFullScreenButtonAttribute, (CFTypeRef*)&buttonRef);
if(Debug) NSLog(#"buttonRef: %p", buttonRef);
AXUIElementPerformAction(buttonRef, kAXPressAction);
CFRelease(buttonRef);
}
//..
//Skipped Unchanged Code
//..
}
if (type == kCGEventLeftMouseUp
|| type == kCGEventRightMouseUp) {
//..
//Skipped Unchanged Code
//..
//Click FullScreen Button again to Maximize the Window (Since it started out as Maximized)
AXUIElementRef _clickedWindow = [moveResize window];
if([moveResize wasMaximized]) {
AXUIElementRef buttonRef = nil;
AXUIElementCopyAttributeValue(_clickedWindow, kAXFullScreenButtonAttribute, (CFTypeRef*)&buttonRef);
if(Debug) NSLog(#"buttonRef: %p", buttonRef);
AXUIElementPerformAction(buttonRef, kAXPressAction);
CFRelease(buttonRef);
[moveResize setWasMaximized: false];
}
//..
//Skipped Unchanged Code
//..
}
This worked for me. But I'm not an expert in Objective C or MacOS, so if you feel something can be improved, feel free to edit this post.

How to hide the iOS 8 Today Widget when there is nothing to display?

I'm using the today widget for iOS8 to display information relevant to the current day. The problem is I don't want to display the widget/section at all if there are no relevant messages to show.
I know it must be possible as the BA app does it (it only shows the widget when there is a flight, the rest of the time its not visible at all). I just cant figure out a way to achieve this behaviour.
Does anyone know how this can be done?
I found the way to do this is using the NCWidgetController. This allows you to easily specify when the today widget should be displayed based on whatever criteria you see fit.
Simply add the following into your viewDidLoad method (or anywhere that will be called when the widget reloads) in the today widget view controller and it will work:
BOOL hasDataToDisplay = NO;
NCWidgetController *widgetController = [NCWidgetController widgetController];
[widgetController setHasContent:hasDataToDisplay forWidgetWithBundleIdentifier:#"com.my-company.my-app.my-widget"];
Apple Docs: https://developer.apple.com/library/ios/documentation/NotificationCenter/Reference/NCWidgetController_Class/index.html#//apple_ref/occ/cl/NCWidgetController
WARNING: The NCWidgetController cannot be reset from the widget itself once you have set there is no content to display. In other words once you set it to NO then there is no going back unless you trigger it from the parent/containing app.
In the widget's ViewController's viewDidLoad method add the following:
BOOL DisplayWidget = NO;
[[NCWidgetController widgetController] setHasContent:DisplayWidget
forWidgetWithBundleIdentifier:#"<widget's bunder identifier>"];
This will disable the widget from showing.
To enable it again, you must do that from the containing app using the same line passing YES to setHasContent parameter. Make sure to add the necessary imports to the containing app in the ViewController which will re-enable the widget:
#import <NotificationCenter/NotificationCenter.h>
#interface ViewController () <NCWidgetProviding> {...}
[Check out page 41 of the documentations for widgets
https://developer.apple.com/library/ios/documentation/General/Conceptual/ExtensibilityPG/ExtensibilityPG.pdf ]
The approach which I used, though not perfect and has a small remnant in Notification Center, but worked for me:
In viewDidLoad() set preferred content size height to 1:
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view from its nib.
preferredContentSize = CGSizeMake(0, 1)
view.setNeedsLayout()
}
then when widget updates, gets real height and set it:
var data: NSData?
func updateData() {
// fetch data
if let data = data {
let viewHeight: CGFloat
// UI preperation and initialize viewHeight var
preferredContentSize = CGSizeMake(0, viewHeight);
} else {
preferredContentSize = CGSizeMake(0, 1);
}
}
func widgetPerformUpdateWithCompletionHandler(completionHandler: ((NCUpdateResult) -> Void)) {
// Perform any setup necessary in order to update the view.
// If an error is encountered, use NCUpdateResult.Failed
// If there's no update required, use NCUpdateResult.NoData
// If there's an update, use NCUpdateResult.NewData
updateData()
completionHandler(data != nil ? NCUpdateResult.NewData : NCUpdateResult.NoData)
}
It is better use
+ (instancetype)widgetController
then call
- (void)setHasContent:(BOOL)flag forWidgetWithBundleIdentifier:(NSString *)bundleID

Add boundaries to an SKScene

I'm trying to write a basic game using Apple's Sprite Kit framework. So far, I have a ship flying around the screen, using SKPhysicsBody. I want to keep the ship from flying off the screen, so I edited my update method to make the ship's velocity zero. This works most of the time, but every now and then, the ship will fly off the screen.
Here's my update method.
// const int X_MIN = 60;
// const int X_MAX = 853;
// const int Y_MAX = 660;
// const int Y_MIN = 60;
// const float SHIP_SPEED = 50.0;
- (void)update:(CFTimeInterval)currentTime {
if (self.keysPressed & DOWN_ARROW_PRESSED) {
if (self.ship.position.y > Y_MIN) {
[self.ship.physicsBody applyForce:CGVectorMake(0, -SHIP_SPEED)];
} else {
self.ship.physicsBody.velocity = CGVectorMake(self.ship.physicsBody.velocity.dx, 0);
}
}
if (self.keysPressed & UP_ARROW_PRESSED) {
if (self.ship.position.y < Y_MAX) {
[self.ship.physicsBody applyForce:CGVectorMake(0, SHIP_SPEED)];
} else {
self.ship.physicsBody.velocity = CGVectorMake(self.ship.physicsBody.velocity.dx, 0);
}
}
if (self.keysPressed & RIGHT_ARROW_PRESSED) {
if (self.ship.position.x < X_MAX) {
[self.ship.physicsBody applyForce:CGVectorMake(SHIP_SPEED, 0)];
} else {
self.ship.physicsBody.velocity = CGVectorMake(0, self.ship.physicsBody.velocity.dy);
}
}
if (self.keysPressed & LEFT_ARROW_PRESSED) {
if (self.ship.position.x > X_MIN) {
[self.ship.physicsBody applyForce:CGVectorMake(-SHIP_SPEED, 0)];
} else {
self.ship.physicsBody.velocity = CGVectorMake(0, self.ship.physicsBody.velocity.dy);
}
}
}
At first, I used applyImpulse in didBeginContact to push the ship back. This made the ship bounce, but I don't want the ship to bounce. I just want it to stop at the edge.
What is the right way to make the ship stop once it reaches the edge? The code above works most of the time, but every now and then the ship shoots off screen. This is for OS X—not iOS—in case that matters.
Check out this link...
iOS7 SKScene how to make a sprite bounce off the edge of the screen?
[self setPhysicsBody:[SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame]]; //Physics body of Scene
This should set up a barrier around the edge of your scene.
EDIT:
This example project from Apple might also be useful
https://developer.apple.com/library/mac/samplecode/SpriteKit_Physics_Collisions/Introduction/Intro.html
Your code is not clear in what the velocity variables represent. Keep in mind that if the velocity is too high your ship will have travelled multiple points between updates. For example, your ship's X/Y is at (500,500) at the current update. Given a high enough velocity, your ship could be at (500,700) at the very next update. If you had your boundary set at (500,650) your ship would already be past it.
I suggest you do a max check on velocity BEFORE applying it to your ship. This should avoid the problem I outlined above.
As for bouncy, bouncy... did you try setting your ship's self.physicsBody.restitution = 0; ? The restitution is the bounciness of the physics body. If you use your own screen boundaries, then I would recommend setting those to restitution = 0 as well.
Your best bet would be to add a rectangle physics body around the screen (boundary). Set the collision and contact categories of the boundary and player to interact with each other. In the didBeginContact method you can check if the bodies have touched and, if they have, you can call a method to redirect the ship.
Your problem is that your update method may not be checking the location frequently enough before the ship gets off screen.
This will help you to define you screen edges in Swift.
self.physicsBody = SKPhysicsBody ( edgeLoopFromRect: self.frame )

How to toggle visibility of NSSplitView subView + hide Pane Splitter divider?

We have a parent Split view (NSSplitView), and two subviews, Content and SideBar (the sidebar is on the right).
What would be the optimal Cocoa-friendly way to toggle the SideBar view?
I would really love it, if the suggested solution includes animation
I really don't need any suggestions related to external plugins, etc (e.g. BWToolkit)
HINT : I've been trying to do that, but still I had issues hiding the divider of the NSSplitView as well. How could I do it, while hiding it at the same time?
Here's a pretty decent tutorial that shows how to do this: Unraveling the Mysteries of NSSplitView.
Hiding the divider is done in NSSplitView's delegate method splitView:shouldHideDividerAtIndex:.
You will have to animate the frame size change yourself if you don't like the way NSSplitView does it.
Easiest way to do it is as follows - and it's animated: [SWIFT 5]
splitViewItems[1].animator().isCollapsed = true // Show side pane
splitViewItems[1].animator().isCollapsed = false // hide side pane
I wrote a Swift version of the content in the link from #Nathan's answer that works for me. In the context of my example splitView is set elsewhere, probably as an instance property on an encompassing class:
func toggleSidebar () {
if splitView.isSubviewCollapsed(splitView.subviews[1] as NSView) {
openSidebar()
} else {
closeSidebar()
}
}
func closeSidebar () {
let mainView = splitView.subviews[0] as NSView
let sidepanel = splitView.subviews[1] as NSView
sidepanel.hidden = true
let viewFrame = splitView.frame
mainView.frame.size = NSMakeSize(viewFrame.size.width, viewFrame.size.height)
splitView.display()
}
func openSidebar () {
let sidepanel = splitView.subviews[1] as NSView
sidepanel.hidden = false
let viewFrame = splitView.frame
sidepanel.frame.size = NSMakeSize(viewFrame.size.width, 200)
splitView.display()
}
These functions will probably methods in a class, they are for me. If your splitView can be nil you obviously have to check for that. This also assumes you have two subviews and the one at index 1, here as sidePanel is the one you want to collapse.
In Xcode 9.0 with Storyboards open Application Scene select View->Menu->Show sidebar. CTRL-click Show Sidebar, in sent actions delete the provided one, click on x. From the circle CTRL drag to First Responder in application scene and select toggleSideBar to connect to. Open storyboard and select the first split view item and in attributes inspector change behaviour from default to sidebar. Run and try with view menu item show/hide. All done in interface builder no code. toggleSideBar handles the first split view item. https://github.com/Dis3buted/SplitViewController
I got some artifacts with the code above, likely because it was out of context. I am sure it works where it was meant to. Anyway, here is a very streamlined implementation:
// this is the declaration of a left vertical subview of
// 'splitViewController', which is the name of the split view's outlet
var leftView: NSView {
return self.splitViewController.subviews[0] as NSView
}
// here is the action of a button that toggles the left vertical subview
// the left subview is always restored to 100 pixels here
#IBAction func someButton(sender: AnyObject) {
if splitViewController.isSubviewCollapsed(leftView) {
splitViewController.setPosition(100, ofDividerAtIndex: 0)
leftView.hidden = false
} else {
splitViewController.setPosition(0, ofDividerAtIndex: 0)
leftView.hidden = true
}
}
To see a good example using animations, control-click to download this file.
If your NSSplitView control is part of a NSSplitViewController object, then you can simply use this:
splitViewController.toggleSidebar(nil)