Force NSScrollView to use NSScrollerStyleOverlay independently from input device - objective-c

How to force NSScrollView to use scrollers like that:
independently from input device, because now if computer has wired mouse connected or app is running on laptop (macbook) it uses scrollers like this:
witch is always visible. It is possible to achieve my desired result if user changes settings in system preferences. But I need to have that result without changing anything. Or maybe there is some easy method to use custom NSScrollers?
Hiding scrollers would be pretty acceptable result, but when I hide them I have some scrolling issues. I use custom NSClipView witch adjusts documentView to be centered when adjusting its frame size. But when I adjust frame size, and it is scrolled to center, if I scroll anywhere it jumps to bottom left corner and then works as it should.

I'm using table view and I just put this code in awakeFormNib:
[[self.tableView enclosingScrollView] setScrollerStyle:NSScrollerStyleOverlay];
I also tried to hide scrollers but then I couldn't scroll the content using trackpad (no problem using mouse). In the other project I have similar table view with the same settings and hiding scrollers doesn't cause any issues.

[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(notify:) name:NSPreferredScrollerStyleDidChangeNotification object:nil];
- (void)notify:(NSNotification*)
{
__weak typeof(self) weakself = self;
dispatch_async(dispatch_get_main_queue(), ^{
weakself.scrollView.scrollerStyle = NSScrollerStyleOverlay;
});
}

Related

Animating a view & its subview separately

I have a view interface which contains a subview touchWheel. On clicking a minimise button on interface I'd like to perform a transform & send the view to the bottom-right corner of my screen. The thing is that I want to "detach" the touchWheel view & send it to the corner separately with the parent-view, interface, following behind (& in fact fading out).
when I try this I encounter a problem. My animation works fine initially & touchWheel is sent towards the bottom corner, as desired. When touchWheel is about half-way to its destination I animate interface so that it follows touchWheel.
Once interface starts animating it appears to control touchWheel & touchWheel changes course.
It seems that interface still retains control of touchWheel since it's its parent view.
- (void)hideInterfaceButtonClicked : (id) sender
{
[[NSNotificationCenter defaultCenter] postNotificationName:#"RemoveGrey" object:self];
//Remove Views & transform
[touchWheel removeViews];
interfaceHidden = YES;
//Send Interface to corner
[UIView animateWithDuration:1.25
delay:0.0
options:UIViewAnimationCurveEaseIn
animations:^{
// Move to the right
CGAffineTransform translateInterface = CGAffineTransformMakeTranslation(437,200);
// Scale
CGAffineTransform scale = CGAffineTransformMakeScale(0.135,0.135);
// Apply them to the view
self.transform = CGAffineTransformConcat(scale, translateInterface);
self.alpha = 0.0;
} completion:^(BOOL finished) {
NSLog(#"Animation Has Stopped");
[[NSNotificationCenter defaultCenter] postNotificationName:#"hiddenInterfaceViewNeeded" object:self]; //after MoveView finishes
}];
}
Making touchWheel subview of something other than interface creates other problems which would complicate things further.
Any ideas how one might get around this issue? any tips greatly appreciated :)
You could do the following:
Move touchWheel to the interface's superview, recalculating its frame using convertRect:toView: so that touchWheel appears to have the same window coordinates.
Animate both the views to their final locations.
In the completion block of the animation do the opposite of step 1: make touchWheel a subview of interface, recalculating its frame again.
It doesn't seem too complicated, but there's a caveat: you may want to temporarily disable the maximize button (or whatever the appropriate control is) to prevent the maximize action during the animation. Otherwise, this approach will cause unpredictable results.

MPMoviePlayerController adding UIButton to view that fades with controls

I am trying to add a UIButton to the view of a MPMoviePlayerController along with the standard controls. The button appears over the video and works as expected receiving touch events, but I would like to have it fade in and out with the standard controls in response to user touches.
I know I could accomplish this by rolling my own custom player controls, but it seems silly since I am just trying to add one button.
EDIT
If you recursively traverse the view hierarchy of the MPMoviePlayerController's view eventually you will come to a view class called MPInlineVideoOverlay. You can add any additional controls easily to this view to achieve the auto fade in/out behavior.
There are a few gotchas though, it can sometimes take awhile (up to a second in my experience) after you have created the MPMoviePlayerController and added it to a view before it has initialized fully and created it's MPInlineVideoOverlay layer. Because of this I had to create an instance variable called controlView in the code below because sometimes it doesn't exist when this code runs. This is why I have the last bit of code where the function calls itself again in 0.1 seconds if it isn't found. I couldn't notice any delay in the button appearing on my interface despite this delay.
-(void)setupAdditionalControls {
//Call after you have initialized your MPMoviePlayerController (probably viewDidLoad)
controlView = nil;
[self recursiveViewTraversal:movie.view counter:0];
//check to see if we found it, if we didn't we need to do it again in 0.1 seconds
if(controlView) {
UIButton *backButton = [UIButton buttonWithType:UIButtonTypeCustom];
[controlView addSubview:backButton];
} else {
[self performSelector:#selector(setupAdditionalControls) withObject:nil afterDelay:0.1];
}
}
-(void)recursiveViewTraversal:(UIView*)view counter:(int)counter {
NSLog(#"Depth %d - %#", counter, view); //For debug
if([view isKindOfClass:NSClassFromString(#"MPInlineVideoOverlay")]) {
//Add any additional controls you want to have fade with the standard controls here
controlView = view;
} else {
for(UIView *child in [view subviews]) {
[self recursiveViewTraversal:child counter:counter+1];
}
}
}
It isn't the best solution, but I am posting it in case someone else is trying to do the same thing. If Apple was to change the view structure or class names internal to the control overlay it would break. I am also assuming you aren't playing the video full screen (although you can play it fullscreen with embeded controls). I also had to disable the fullscreen button using the technique described here because the MPInlineVideoOverlay view gets removed and released when it is pressed: iPad MPMoviePlayerController - Disable Fullscreen
Calling setupAdditionalControls when you receive the fullscreen notifications described above will re-add your additional controls to the UI.
Would love a more elegant solution if anyone can suggest something other than this hackery I have come up with.
My solution to the same problem was:
Add the button as a child of the MPMoviePlayerController's view;
fade the button in and out using animation of its alpha property, with the proper durations;
handle the player controller's touchesBegan, and use that to toggle the button's visibility (using its alpha);
use a timer to determine when to hide the button again.
By trial-and-error, I determined that the durations that matched the (current) iOS ones are:
fade in: 0.1s
fade out: 0.2s
duration on screen: 5.0s (extend that each time the view is touched)
Of course this is still fragile; if the built-in delays change, mine will look wrong, but the code will still run.

Custom Keyboard: inputView: how to change the Keyboard size?

I implemented the textfield with a custom keyboard with the "setInputView" function.
But i have a problem: my keyboard frame is not a standard iphone keybord frame.
The question is:
How can i change the size of my custom keyboard?
I know some functions like: UIKeyboardFrameBeginUserInfoKey, ..etc.
Please Note:
The iPhone keyboard frame is = 0,264,320,216
My custom keyboard frame is = 0,0,320,460
Hoping for your kind collaboration,
Best regards...
P
It turns out that the default behaviour of the custom input view that you assign to the UITextField's property is to resize the view to the same frame as the default keyboard. Try setting (I use the name InputViewController for my input view, but you can use whatever you want):
inputViewController = [[InputViewController alloc] initWithNibName:#"InputViewController" bundle:nil];
inputViewController.delegate = self;
inputViewController.view.autoresizingMask = UIViewAutoresizingNone; // This is the code that will make sure the view does not get resized to the keyboards frame.
For more detailed information, you can look at this link, which is provided by Apple.:
If UIKit encounters an input view with an UIViewAutoresizingFlexibleHeight value in its autoresizing mask, it changes the height to match the keyboard.
Hope that Helps!
To set the keyboard inputView with the same size as the native keyboard just do this:
inputView.autoresizingMask = UIViewAutoresizingFlexibleHeight;
To set your own frame do this:
inputView.autoresizingMask = UIViewAutoresizingNone;
From Apple:
You have a lot of flexibility in defining the size and content of an input view or input accessory view. Although the height of these views can be what you’d like, they should be the same width as the system keyboard. If UIKit encounters an input view with a UIViewAutoresizingFlexibleHeight value in its autoresizing mask, it changes the height to match the keyboard. There are no restrictions on the number of subviews (such as controls) that input views and input accessory views may have. For more guidance on input views and input accessory views, see iOS Human Interface Guidelines.
I had the same problem. I solved it by registering for UIKeyboardDidShowNotification (UIKeyboardWillShowNotification did not work, unfortunately) and then changing the view size after the keyboard was shown. However, it still had the white box on top of the keyboard when it was moving up. This worked fine for me because it is coming in over a UITextView with a white background. If you were coming in over any other colored objects, however, it would look a little ugly before the view was properly resized. You can solve that by setting the background color to clearColor.
// Add this while initializing your view
self.backgroundColor = [UIColor clearColor]; // Needed because we can't resize BEFORE showing the view. Otherwise you will see an ugly white box moving up w/ the keyboard
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasShown:)
name:UIKeyboardDidShowNotification object:nil];
// Called when the UIKeyboardDidShowNotification is sent.
- (void)keyboardWasShown:(NSNotification*)aNotification
{
CGRect rect = self.frame;
rect.size.height = 164;
self.frame = rect;
}
Also if you're using a UIViewController to design your inputView, don't use the UIViewController.view... it seems to have a lot of problems getting resized incorrectly on rotate regardless of the AutoresizeMask.
What worked for me was to take my existing UI and use Editor > Embed In > View. Then create a new outlet, and pass that outlet as the inputView. Suddenly the resize on rotate bugs disappeared.
For me msgambel's solution didn't work. But the approach right, I was playing with the inputView's autoresizingMask. Former I had different setting, but the right way to avoid white extra space over the custom keyboard is:
I applied this just for the outermost view.

How to prevent manual zooming in a UIScrollView

Hopefully someone can help with this issue. I have a class derived from UIScrollView and I'd like to prevent the user from being able to zoom or scroll via manual pinch and swipe gestures. All view navigation will instead be controlled by programmatic means in response to where a user taps (think of an ebook reader where tapping on the left or right sides of the display causes the view to scroll by exactly one page width). Any suggestions on how to implement this?
On your - (void)viewDidLoad; you should be able to just disable whatever gesture recognizer you want. In this case:
UIPinchGestureRecognizer *pinchRecognizer = self.pinchGestureRecognizer;
pinchRecognizer.enabled = NO;
or
UIPanGestureRecognizer *panRecognizer = self.scrollView.panGestureRecognizer;
panRecognizer.enabled = NO;
I sometimes do this from view controllers that contain UIScrollViews. I just target the scroll view (self.scrollView.pinchGestureRecognizer) and temporarily disable gestures when the app. is in a certain state.
To prevent user-controller zooming and panning but still allow programmatic zooming and panning of a scrollview, the best approach is to override the UIScrollView's -addGestureRecognizer: method in a subclass.
In my use I wanted to block all the recognizers and control the viewable area completely from my view controller, I did so like this:
-(void)addGestureRecognizer:(UIGestureRecognizer *)gestureRecognizer {
//Prevent any of the default panning and zooming controls from working
gestureRecognizer.enabled = NO;
[super addGestureRecognizer:gestureRecognizer];
}
Each gesture recognizer is simply disabled, for finer control (allowing the pan control but only allow zooming via a double tap for instance) you'd simply check the incoming gesture recognizer via -isKindOfClass: and disabling as appropriate.
-(void)addGestureRecognizer:(UIGestureRecognizer *)gestureRecognizer {
//Prevent zooming but not panning
if ([gestureRecognizer isKindOfClass:[UIPinchGestureRecognizer class]]) {
gestureRecognizer.enabled = NO;
}
[super addGestureRecognizer:gestureRecognizer];
}
I used this method in a comic reading app that uses guided navigation to animate between cropped panels on a page with the full page being contained in a UIScrollView.I can smoothly zoom in and out on a selected area by simply setting the view bounds to the region I want to display.
A quick note here. It seems UIScrollView's panGestureRecognizer and pinchGestureRecognizer are both enabled the first time a view controller is added to a window.
Basically what that means is setting them to enabled = NO in viewDidLoad won't work in some cases. I moved my enabled = NO to viewWillAppear: and it stuck. :)
I don't have too much experience with UIScrollViews, but looking at the docs, it looks like you can set maximumZoomScale, minimumZoomScale, and scrollEnabled to disable everything you want to disable.
Here are the docs: http://developer.apple.com/library/ios/#documentation/uikit/reference/UIScrollView_Class/Reference/UIScrollView.html
From the docs:
scrollEnabled:
If the value of this property is YES ,
scrolling is enabled, and if it is NO
, scrolling is disabled. The default
is YES.
When scrolling is disabled, the scroll
view does not accept touch events; it
forwards them up the responder chain.
maximumZoomScale:
This value determines how large the
content can be scaled. It must be
greater than the minimum zoom scale
for zooming to be enabled. The default
value is 1.0.
In your UIScrollView subclass overwrite also the setZoomScale: method which automatically re-disables the gesture
- (void)setZoomScale:(CGFloat)zoomScale {
[super setZoomScale:zoomScale];
self.pinchGestureRecognizer.enabled = NO;
}

Draw an NSView into an NSGraphicsContext?

I have a CGContext, which I can turn into an NSGraphicsContext.
I have an NSWindow with a clipRect for the context.
I want to put a scrollview into the context and then some other view into the scrollview so I can put an image into it... However, I can't figure out how to attach the scrollview into the context.
Eventually the view will probably be coming from a nib, but I don't see how that would matter.
I've seen this thread, (http://lists.apple.com/archives/quartz-dev/2006/Nov/msg00010.html) But they seem to leave off the step of how to attach the view into the context, unless there's something obvious I'm missing.
EDIT:
The reason I'm in this situation is that I'm writing a Mozilla Plugin. The browser gives me a CGContext (Quartz) and a WindowRef (QuickDraw). I can turn the CGContext into an NSGraphicsContext, and I can turn the windowRef into an NSWindow. From another data structure I also have the clipping rectangle...
I'm trying to draw an image into that context, with scrollbars as needed, and buttons and other UI elements... so I need (want) an NSView...
You can't put a view into a graphics context. A view goes either into another view, or as the content view of a window.
You can draw a view into a context by setting that context as the current context and telling the view to draw. You might do this as a means of rendering the view to an image, but otherwise, I can't think of a reason to do it. (Edit: OK, being a Netscape plug-in is probably a good reason.)
Normally, a view gets its own graphics context in NSView's implementation of the lockFocus method, which is called for you by display, which is called for you by displayIfNeeded (only if the view needs display, obviously), which is called for you as part of the event loop.
You don't need to create a context for a view except in very rare circumstances, such as the export-to-an-image case I mentioned. Normally, you let the view take care of that itself.
A partial solution?
What I have done currently is create a nib with a button in an IKImageView inside an NSScrollView. I load this in my plugin.
Then, since I have the NSWindow, I can get the contentView of the window. Then, I add the scrollview as subview of contentView.
It appears, but there seems to be some coordinate confusion about where the origin is. (top vs bottom) and since I'm mucking with the contentview of the WHOLE WINDOW, I'm doing some stuff very globally that perhaps I should be doing more locally. Like, the view never disappears, even when you close the tab, or go to another tab. (it does close when you close the window of course)
So, does this sound like a reasonable way of doing this? it feels a bit ... kludgy...
For future generations (and me when I forget how I did this and Google leads me back to my own question) Here's how I'm doing this:
I have a NIB with all my views, I load this on start-up.
on SetWindow, I set the clip rect and actually do the attaching:
NP_CGContext* npContext = (NP_CGContext*) window->window;
NSWindow* browserWindow = [[[NSWindow alloc] initWithWindowRef:npContext->window] autorelease];
NSView* cView = [browserWindow contentView];
NSView* hitView = [cView hitTest:NSMakePoint(window->x + 1, clip.origin.y + 1)];
if (hitView == nil || ![[hitView className] isEqualToString:#"ChildView"])
{
return;
}
superView = [hitView retain];
[superView addSubview: topView];
[superView setNextResponder: topView];
[topView setNextResponder: nil];
[browserWindow makeFirstResponder: topView];
To make sure I only addSubView once, I have a flag...
And then in handleEvent, I actually draw, Because I'm using an IKImageView, I can use the undocumented method: [imageView setImage: image]; which takes an NSImage.
So far this seems to be working for me. Hopefully this helps someone else.