NSOutlineView reloadData close my NSPopOver - objective-c

I have a NSOutlineView (View based) with two columns. In the second column i have a NSButton connected to one NSPopOver.
When i click the button, it show the NSPopOver as expected => Popover is visible.
The problem: If i reloadData of NSOutlineView it hide the NSPopover !
Is it the normal behavior ? How to avoid this ?
In other word, popoverWillClose delegate message is called after each reloadData
//OMN_Object.m
#pragma mark - Actions
- (IBAction)togglePopover:(id)sender
{
...
Call App_delegate togglePopover:withTextLog:withTextInputFileDetails:withTextOutputFileDetails:fromObject:
//App_delegate.m
...
[self.myPopOver setDelegate:self];
...
#pragma mark Popover delegate
- (void)popoverWillClose:(NSNotification *)notification
{
NSLog(#"%s *** popoverWillClose %#",__PRETTY_FUNCTION__, self.myPopOver);
}
-(void)togglePopover:(id)sender withTextLog:(NSString*)textLog
withTextInputFileDetails:(NSString*) textInfoInput
withTextOutputFileDetails:(NSString*) textInfoOutput
fromObject:(id)object
{
id v = [[self.myPopOver contentViewController] view] ;
NSTextView *t1 = [v textViewLog];
[t1 setString:textLog];
NSTextView *t2 = [v textViewInputFileDetails];
[t2 setString:textInfoInput];
NSTextView *t3 = [v textViewOutputFileDetailsLastPassFileOnly];
[t3 setString:textInfoOutput];
if (self.myPopOver.isShown == 0) {
NSLog(#"%s Displaying popover %#", __PRETTY_FUNCTION__, self.myPopOver);
[self.myPopOver showRelativeToRect:[sender bounds]
ofView:sender
preferredEdge:NSMaxYEdge];
self.objectOwnerOfPopOver = object;
}
else {
NSLog(#"%s Closing popover %#", __PRETTY_FUNCTION__, self.myPopOver);
[self.myPopOver close];
self.objectOwnerOfPopOver = nil;
}
}
// Outline_view_delegate.m
- (NSView *)outlineView:(NSOutlineView *)outlineView viewForTableColumn:(NSTableColumn *)tableColumn item:(id)item{
...
else if ([[tableColumn identifier] isEqualToString:#"Status"]){
if ([item isKindOfClass:[OMN_Object class]])
{
OMN_Object *o = item;
ObjectStatusTableCellView *v = [outlineView makeViewWithIdentifier:#"StatusCell" owner:self];
....
[v.buttonRevealInFinder setAction:#selector(buttonRevealInFinderClicked:)];
[v.buttonRevealInFinder setTarget:o];
[v.buttonInfo setTarget:o];
[v.buttonInfo setAction:#selector(togglePopover:)];
return v;
}
...
}

When you call reloadData on the outline view the outline view removes all of its subviews (including the button that the popover is attached to) and recreates them. When the button is removed from its superview the popover is closed.
Do you really need to reload all of the outline view data? Could you reload specific rows instead using -reloadDataForRowIndexes:columnIndexes: or -reloadItem:?
Alternatively, rather than passing the button (sender) to -showRelativeToRect:ofView:preferredEdge:m you could try passing the outline view itself.

Solved. I attached the popover to NSWindow view and used NSMouseLocation for popover's position.
NSPoint mouseLoc2 = [self.window mouseLocationOutsideOfEventStream];
NSRect r4 = NSMakeRect(mouseLoc2.x -10, mouseLoc2.y -10, 16, 16);
[self.myPopOver showRelativeToRect:r4
ofView:self.window.contentView
preferredEdge:NSMaxYEdge];

Related

NSScrollView displaying problems in Xcode 5 after scrolling

NSScrollView displaying NSTableView based on custom view (Image, checkbox and text label). When I scroll - I have lag (bug?) with redrawing rows.
Normal:
Bugged after scroll:
Project (and .xib file) was updated from Xcode 4 to Xcode 5 format. I think this bug appeared after it, but I'm not sure.
Any suggestions how to fix it?
Realisation of NSTableViewDataSource, NSTableViewDelegate protocols:
- (NSInteger) numberOfRowsInTableView: (NSTableView *) aTableView {
return [arrayOfObjects count];
}
- (NSView *)tableView:(NSTableView *)tableView viewForTableColumn:(NSTableColumn *)tableColumn row:(NSInteger)row {
CMListItem *currentObject = [arrayOfObjects objectAtIndex: row];
NSString *currentName = [currentObject name];
BOOL currentState = [currentObject state];
NSImage *currentImage = [currentObject getArtwork];
NSString *identifier = [tableColumn identifier];
if ([identifier isEqualToString:#"MainCell"]) {
CMTableCellView *cellView = [tableView makeViewWithIdentifier: identifier owner: self];
cellView.textField.stringValue = currentName;
cellView.button.state = currentState;
cellView.imageView.image = currentImage;
return cellView;
}
return nil;
}
NSScrollView not modified.
My own table cell view - subclass of NSTableCellView with few additional outlets.
UPDATE: this thing helped me: set Can Draw Concurrently for all NSTableView at On state, then turn it to Off state.
I think I have seen this problem sometimes when "Copy On Scroll" is enabled. Try disabling this option in IB (in the attribute inspector, scrollview section, behavior).

Pop up UIViewController with an IBAction UIViewController

Is it possible to pop up an UIViewController (xib file) like UIPopOverControl in iPad ?
I have a separate NIB file which is linked to an UIViewController. I want to popup that NIB file along with the button pressed with a customised size (200,200).
Is this possible?
I am trying to get something like this on the iPhone - http://www.freeimagehosting.net/c219p
You can also use one of these custom made clases to show a popup:
https://github.com/sonsongithub/PopupView
https://github.com/werner77/WEPopover
https://github.com/50pixels/FPPopover
Example with FPPopover:
//the view controller you want to present as popover
YourViewController *controller = [[YourViewController alloc] init];
//our popover
FPPopoverController *popover = [[FPPopoverController alloc] initWithViewController:controller];
//the popover will be presented from the okButton view
[popover presentPopoverFromView:okButton];
//release if you arent using ARC
[controller release];
yes it is. load Your pOpOver controller lazily at the point when it is needed. add its view as a subview (you could animate the addition). make its frame size what You need and add the image You have shown as a background subview of the pOpOver controller along with other controls You want in the pop up.
good luck
UPDATE:
alright, ii will show You how ii do this in my app Lucid Reality Check (deployment target iOS4.3).
one can use a UIPopoverController to present another controllers view. what ii do first is to make sure ii always know the current orientation of the device, so ii can reposition the popup on rotation (maybe this works by itself on iOS6?). so in my base controller (from where ii want to show a popup) ii have an instance variable like this:
UIInterfaceOrientation toOrientation;
and also:
UIPopoverController *popover;
UIButton *popover_from_button;
BOOL representPopover;
popover will be reused for all popups, and popover_from_button will hold the button from which the popup is initiated.
then the next code comes into the base controller:
- (void)popoverWillRotate {
if ([popover isPopoverVisible]) {
[self dismissPopover];
representPopover = YES;
}
}
- (void)popoverDidRotate {
if (popover && representPopover) {
representPopover = NO;
[self representPopover];
}
}
these two methods have to be called every time the device is rotated, like this:
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
//DLOG(#"willRotateTo %i", toInterfaceOrientation);
toOrientation = toInterfaceOrientation;
if ([Kriya isPad ]) {
[self popoverWillRotate];
}
}
as one can see, first the orientation is captured then popoverWillRotate is called. this would hide the popover during the orientation animation. and after rotating, the popover must be redisplayed like this:
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation {
//DLOG(#"didRotateFrom %i", fromInterfaceOrientation);
//[self layout:toOrientation]; //do some layout if You need
if ([Kriya isPad]) {
[self popoverDidRotate];
}
}
- (void)layout:(UIInterfaceOrientation)toInterfaceOrientation {
//one can do view layout here, and call other controllers to do their layout too
}
now that the orientation changes are worked out, the code for presenting the popover arrives here:
#pragma mark Popovers
- (void)presentPopoverWith:(id)controller fromButton:(UIButton*)button {
if (popover)
[popover release];
if (popover_from_button)
[popover_from_button release];
popover_from_button = [button retain];
popover = [[UIPopoverController alloc] initWithContentViewController:controller];
[popover setDelegate:self];
[self representPopover];
}
- (void)representPopover{
if (popover) {
UIPopoverArrowDirection arrowDirection = UIPopoverArrowDirectionAny;
UIViewController *vc = (UIViewController*)[popover contentViewController];
CGSize contentSize = [vc contentSizeForViewInPopover];
if (contentSize.width > 0 && contentSize.height > 0) {
[popover setPopoverContentSize:contentSize animated:NO];
}
//DLOG(#"representPopover rect:%#", [Kriya printRect:popover_from_button.frame]);
[popover presentPopoverFromRect:CGRectOffset(popover_from_button.frame, 0, popover_from_button.frame.size.height + 7.0) inView:self.view permittedArrowDirections:arrowDirection animated:YES];
}
}
- (void)dismissPopover {
if (popover) {
[popover dismissPopoverAnimated:YES];
}
}
finally, if one wants to be notified when the popover is dismissed, the base controller must implement a delegate method:
#pragma mark UIPopoverControllerDelegate
- (void)popoverControllerDidDismissPopover:(UIPopoverController *)popoverController {
//do something important here like drink some water
}
and don't forget to make the base controller a UIPopoverControllerDelegate in its header.
a use case for this way of doing popups would then look like this:
- (void)takeImage {
UIImagePickerController *picker = [[[UIImagePickerController alloc] init] autorelease];
[picker setDelegate:self];
[picker setAllowsEditing:NO];
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera]) {
[picker setSourceType:UIImagePickerControllerSourceTypeCamera];
if ([Kriya isPad]) {
[self presentPopoverWith:picker fromButton:backgroundImageButton];
} else {
//modals on iPhone/iPod
//DLOG(#"takeImage addSubview picker");
[self presentModalViewController:picker animated:YES];
}
} else {
//DLOG(#"no camera");
}
}
this would use an image picker as the content for the popup, but one can use any controller with a valid view. so just do this:
[self presentPopoverWith:popupsContentController fromButton:tappedButton];
one should not have any missing information, :), the method [Kriya isPad] is just this:
+ (BOOL)isPad {
#if __IPHONE_OS_VERSION_MAX_ALLOWED >= 30200
// iPad capable OS
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
//this is an iPad
return YES;
}else {
//this is an iPod/iPhone
return NO;
}
#else
//can not pissible be iPad
return NO;
#endif
}
ENJOY!

Reading touch events in a QLPreviewController

I've got a QuickLook view that I view some of my app's documents in. It works fine, but I'm having my share of trouble closing the view again. How do I create a touch event / gesture recognizer for which I can detect when the user wants to close the view?
I tried the following, but no events seem to trigger when I test it.
/------------------------ [ TouchPreviewController.h ]---------------------------
#import <Quicklook/Quicklook.h>
#interface TouchPreviewController : QLPreviewController
#end
//------------------------ [ TouchPreviewController.m ]---------------------------
#import "TouchPreviewController.h"
#implementation TouchPreviewController
- (id)init:(CGRect)aRect {
if (self = [super init]) {
// We set it here directly for convenience
// As by default for a UIImageView it is set to NO
UITapGestureRecognizer *singleFingerDTap = [[UITapGestureRecognizer alloc]
initWithTarget:self action:#selector(handleSingleDoubleTap:)];
singleFingerDTap.numberOfTapsRequired = 2;
[self.view addGestureRecognizer:singleFingerDTap];
[self.view setUserInteractionEnabled:YES];
[self.view setMultipleTouchEnabled:YES];
//[singleFingerDTap release];
}
return self;
}
- (IBAction)handleSingleDoubleTap:(UIGestureRecognizer *) sender {
CGPoint tapPoint = [sender locationInView:sender.view.superview];
[UIView beginAnimations:nil context:NULL];
sender.view.center = tapPoint;
[UIView commitAnimations];
NSLog(#"TouchPreviewController tap!" ) ;
}
// I also tried adding this
- (BOOL)gestureRecognizer:(UIGestureRecognizer *) gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer*) otherGestureRecognizer {
return YES;
}
#end
Edit: For clarification, this is how I instantiate the controller:
documents = [[NSArray alloc] initWithObjects: filename , nil ] ;
preview = [[TouchPreviewController alloc] init];
preview.dataSource = self;
preview.delegate = self;
//set the frame from the parent view
CGFloat w= backgroundViewHolder.frame.size.width;
CGFloat h= backgroundViewHolder.frame.size.height;
preview.view.frame = CGRectMake(0, 0,w, h);
//refresh the preview controller
[preview reloadData];
[[preview view] setNeedsLayout];
[[preview view] setNeedsDisplay];
[preview refreshCurrentPreviewItem];
//add it
[quickLookView addSubview:preview.view];
Also, I've defined the callback methods as this:
- (NSInteger) numberOfPreviewItemsInPreviewController: (QLPreviewController *) controller
{
return [documents count];
}
- (id <QLPreviewItem>) previewController: (QLPreviewController *) controller previewItemAtIndex: (NSInteger) index
{
return [NSURL fileURLWithPath:[documents objectAtIndex:index]];
}
Edit2: One thing i noticed. If I try making swiping gestures, I get the following message. This could shed some light on what is wrong/missing?
Ignoring call to [UIPanGestureRecognizer setTranslation:inView:] since
gesture recognizer is not active.
I think your example code is incomplete. It isn't clear how you are instantiating the TouchPreviewController (storyboard, nib file or loadView.)
I have never used the class so I could be way out in left field.
If you've already instantiated a UITapGestureRecognizer in the parent viewController, it is absorbing the tap events and they aren't passed on to your TouchPreviewController.
I would implement the view hierarchy differently by attaching the UITapGestureRecognizer to the parent viewController and handle presentation and unloading of the QLPreviewController there.
I think you might not have to subclass QLPreviewController by instantiating the viewController from a nib file.
When your parent viewController's UITapGestureRecognizer got an event you would either push the QLPreviewController on the navigation stack or pop it off the navigation stack when done.
Hope this is of some help.

UITableView single clicks

I have a UITableView and UINavigationController, and I'd like to distinguish between two clicks: 1) normal click that selects a row and 2) a click that happens ANYWHERE else on the screen (other than the buttons on the UINavigationController). I wrote this code:
singleTap = [[UITapGestureRecognizer alloc]
initWithTarget:self action:#selector(singleTapHandler:)];
singleTap.numberOfTapsRequired = 1;
The problem with this however is that it overrides the normal clicks that select a row.
I assume you're putting the tap recognizer on either the UIWindow itself, or the window's sole subview. You need to give the tap recognizer a delegate, and that delegate needs to implement gestureRecognizer:shouldReceiveTouch:.
In that method, you want to return NO if the touch is in a button or if the touch is in a table view cell, and YES otherwise. You need to walk up the view hierarchy, starting with the view that the touch landed in, looking for either of those classes.
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
for (UIView *view = touch.view; view; view = view.superview) {
if ([view isKindOfClass:[UIButton class]])
return NO;
if ([view isKindOfClass:[UITableViewCell class]])
return NO;
}
return YES;
}

Creating No Empty Selections in NSCollectionView

I have set up an NSCollectionView in a cocoa application. I have subclassed the collection view's NSCollectionViewItem to send me a custom NSNotification when one of its views it selected / deselected. I register to receive a notification within my controller object when this notification is posted. Within this method I tell the view that has just been selected that it is selected and tell it to redraw, which makes it shade itself grey.
The NSCollectionViewItem Subclass:
-(void)setSelected:(BOOL)flag {
[super setSelected:flag];
[[NSNotificationCenter defaultCenter] postNotificationName:#"ASCollectionViewItemSetSelected"
object:nil
userInfo:[NSDictionary dictionaryWithObjectsAndKeys:(ASListView *)self.view, #"view",
[NSNumber numberWithBool:flag], #"flag", nil]];}
The Controller Class (in the -(void)awakeFromNib Method):
//Register for selection changed notification
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(selectionChanged:)
name:#"ASCollectionViewItemSetSelected"
object:nil];
And the -(void)selectionChanged:(NSNotification *)notification method:
- (void)selectionChanged:(NSNotification *)notification {
// * * Must get the selected item and set its properties accordingly
//Get the flag
NSNumber *flagNumber = [notification.userInfo objectForKey:#"flag"];
BOOL flag = flagNumber.boolValue;
//Get the view
ASListView *listView = [notification.userInfo objectForKey:#"view"];
//Set the view's selected property
[listView setIsSelected:flag];
[listView setNeedsDisplay:YES];
//Log for testing
NSLog(#"SelectionChanged to: %d on view: %#", flag, listView);}
The application that contains this code requires there to be no empty selection within the collection view at any time. This is where i get my problem. I've tried checking when a view's selection is changed and reselecting it if there is no selection, and manually selecting the views using NSCollectionView's
-(void)setSelectionIndexes:(NSIndexSet *)indexes
But there is always a situation which occurs that causes there to be an empty selection in the collection view.
So I was wondering if there is an easier way to prevent an empty selection occurring in an NSCollectionView? I see no checkbox in interface builder.
Thanks in advance!
Ben
Update
I ended up just subclassing my NSCollectionView, and overriding the - (void)mouseDown:(NSEvent *)theEvent method. I only then sent the method [super mouseDown:theEvent]; if the click was in one of the subviews. Code:
- (void)mouseDown:(NSEvent *)theEvent {
NSPoint clickPoint = [self convertPoint:theEvent.locationInWindow fromView:nil];
int i = 0;
for (NSView *view in self.subviews) {
if (NSPointInRect(clickPoint, view.frame)) {
//Click is in rect
i = 1;
}
}
//The click wasnt in any of the rects
if (i != 0) {
[super mouseDown:theEvent];
}}
I ended up just subclassing my NSCollectionView, and overriding the - (void)mouseDown:(NSEvent *)theEvent method. I only then sent the method [super mouseDown:theEvent]; if the click was in one of the subviews. Code:
- (void)mouseDown:(NSEvent *)theEvent {
NSPoint clickPoint = [self convertPoint:theEvent.locationInWindow fromView:nil];
int i = 0;
for (NSView *view in self.subviews) {
if (NSPointInRect(clickPoint, view.frame)) {
//Click is in rect
i = 1;
}
}
//The click wasnt in any of the rects
if (i != 0) {
[super mouseDown:theEvent];
}}
I also wanted to avoid empty selection in my collection view.
The way I did it is also by subclassing, but I overrode -hitTest: instead of -mouseDown: to return nil in case the click wasn't on an item :
-(NSView *)hitTest:(NSPoint)aPoint {
// convert aPoint in self coordinate system
NSPoint localPoint = [self convertPoint:aPoint fromView:[self superview]];
// get the item count
NSUInteger itemCount = [[self content] count];
for(NSUInteger itemIndex = 0; itemIndex < itemCount; itemIndex += 1) {
// test the point in each item frame
NSRect itemFrame = [self frameForItemAtIndex:itemIndex];
if(NSPointInRect(localPoint, itemFrame)) {
return [[self itemAtIndex:itemIndex] view];
}
}
// not on an item
return nil;
}
Although I'm late to this thread, I thought I'd just chime in because I've had the same problem recently. I got around it using the following line of code:
[_collectionView setValue:#NO forKey:#"avoidsEmptySelection"];
There is one caveat: the avoidsEmptySelection property is not part of the official API although I think that it's pretty safe to assume that its the type of property that will stick around for a while.