I have an NSTextField subclass (called "txtField1" and used as Custom Class for a Text Field in my interface builder) and I would like to be able to access an NSComboBox object which present in my interface builder from this class.
This is my code:
txtField1.h:
#import <Cocoa/Cocoa.h>
#interface txtField1 : NSTextField
#end
txtField.m:
#import "txtField1.h"
#implementation txtField1
-(void)mouseDown:(NSEvent *)theEvent
{
HERE I would like to be able to write something like:
[combobox SetHidden:YES];
}
#end
I would like to be able to set access the combobox SetHidden property, in the mouseDown event.
Can you please tell me how to do that? I have tried different solutions found on internet but didn't obtain anything at all!
Any help would be appreciated.
Here are a lot of ways, and answers here, to do :
Update a label through button from different view
Xcode - update ViewController label text from different view
Setting label text in another class
Set label on another view to stored NSDate
EDIT:
-(void)mouseDown:(NSEvent *)theEvent
{
HERE I would like to be able to write something like:
[combobox SetHidden:YES];
/*
use the shared instance of comboBox here and make it hidden.
Also, you can use binding to make it hidden
*/
}
From my point of view txtField1 class is not better place to this code.
You can add NSControlTextEditingDelegate protocol to your NSViewController implementation (that already contains IBOutlets for txtField1 and combobox) and in method – control:textView:doCommandBySelector: implement hiding of your NSComboBox
Related
I'm going through this book called "cocoa programming for mac os x" and I just started with delegates. This whole thing with delegates is still a little bit wacky to me but I think I just need to let it settle.
However there was this one exercise where I should implement a delegate of the main window so that if resized height is always 2xwidth.
So I got 4 files:
AppDelegate.h
AppDelegate.m
WindowDelegate.h
WindowDelegate.m
AppDelegate are just the two standard files that get created when you open a new Cocoa project. I had to look up the solution because I didn't quite know how to accomplish this task.
The solution was just to create a new cocoa class, "WindowDelegat.h/.m" and add this to it's implementation file:
- (NSSize)windowWillResize:(NSWindow *)sender toSize:(NSSize)frameSize {
NSSize newSize = frameSize;
newSize.height = newSize.width * 2;
return newSize;
}
Then I opened the interface builder, added a new object and made it my WindowDelegate. I then had to ctrl drag from the WindowDelegate to the actual window and made it the window's delegate.
Clicked run and it worked. Yay! But why?
First I thought that "windowWillResize" is just one of these callback functions that get's called as soon as the window is resized but it isn't. Normally methods get invoked because the general lifecycle of an program invokes them or because they are an #IBAction, a button or different control elements.
But "windowWillResize" is non of them. So why is it called?
EDIT: Problem solved! Thanks a lot!
Now I'm trying to connect the delegate to the window programmatically. Therefore I deleted the referencing outlet from WindowDelegate to the actual window in interface builder. It works but I just want to verify that this it the correct way how it's done:
AppDelegate.h
#import <Cocoa/Cocoa.h>
#import "WindowDelegate.h"
#interface AppDelegate : NSObject <NSApplicationDelegate>
#end
AppDelegate.m
#import "AppDelegate.h"
#interface AppDelegate ()
#property (weak) IBOutlet NSWindow *window;
#property (strong) WindowDelegate *winDeleg;
#end
#implementation AppDelegate
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
// Insert code here to initialize your application
}
- (void)applicationWillTerminate:(NSNotification *)aNotification {
// Insert code here to tear down your application
}
- (void)awakeFromNib {
[_window setOpaque:NO];
NSColor *transparentColor = [NSColor colorWithDeviceRed:0.0 green:0.0 blue:0.0 alpha:0.5];
[_window setBackgroundColor:transparentColor];
NSSize initialSize = NSMakeSize(100, 200);
[_window setContentSize:initialSize];
_winDeleg = [[WindowDelegate alloc] init];
[_window setDelegate: _winDeleg];
}
#end
WindowDelegate.h
#import <Foundation/Foundation.h>
#import <Cocoa/Cocoa.h>
#interface WindowDelegate : NSObject <NSWindowDelegate>
#end
WindowDelegate.m
#import "WindowDelegate.h"
#implementation WindowDelegate
- (NSSize)windowWillResize:(NSWindow *)sender toSize:(NSSize)frameSize {
NSSize newSize = frameSize;
newSize.height = newSize.width * 2;
return newSize;
}
- (id)init {
self = [super init];
return self;
}
#end
Why does the #property of WindowDelegate need to be strong?
And isn't my winDeleg an object? Why do I have to access it through _winDeleg when it's an object. I though the underscore is used to access variables?
Thank you for your help!
Clicked run and it worked. Yay! But why?
Because instances of NSWindow have a delegate property that can point to any object that implements the NSWindowDelegate protocol, and that protocol includes the -windowWillResize:toSize: method.
Read that a few times. The reason it's important is that you can create your own object, say that it implements NSWindowDelegate, implement -windowWillResize:toSize:, and set that object as your window's delegate. Then, whenever the user resizes the window, your method will be called and can modify the proposed new size.
Normally methods get invoked because the general lifecycle of an program invokes them or because they are an #IBAction, a button or different control elements. But "windowWillResize" is non of them. So why is it called?
This really isn't so different. Think of delegates as "helper objects." They let you customize the behavior of an object without having to create a whole new subclass. The NSWindowDelegate object is essentially a contract that the NSWindow promises to follow: whenever certain things happen, such as the user resizing the window, the window will call certain methods in its delegate object, if the delegate exists and implements those methods. In the case of NSApplication, a lot of those delegate methods are application lifecycle events, like the app starting up or quitting or getting a message from the operating system. In the case of NSWindow, delegate methods correspond to interesting events that can happen to a window, like the user moving it, hiding it, showing it, maximizing it, moving it to a different screen, etc. Other classes, like text views or network connections or movie players, have their own sets of interesting events and their own delegate protocols to match.
Note that methods marked IBAction really aren't delegate methods, they're just methods that get called by objects like controls that use a target/action paradigm. The IBAction keyword lets the IDE know which methods it should present as possible actions for things like buttons. You often find actions in window controllers and view controllers, and those objects frequently act as a delegate for some other object, but the actions themselves aren't part of the delegate protocol. For example, NSTableView takes a delegate object that determines how the table will act and what's displayed in it. It often makes sense for the view controller that manages the table to be the table's delegate, and that same view controller might also manage some buttons and contain the action methods that said buttons trigger, but the actions aren't part of the NSTableViewDelegate protocol and you therefore wouldn't call them delegate methods.
I'm attempting to create a custom view that contains a play/pause button, and I'll attach any number of these to an NSWindow. I started by creating my own NSView and just drawing out the various pieces, then subclassing the play/pause button as an NSView (baby steps).
This all worked fine until I decided my button needed to extend NSButtonCell rather than an NSView. The following (from TimeSlipView.m) fails miserably, and I can't seem to figure out why:
playPauseButton = [[TimeSlipViewButton alloc] init];
[playPauseButton setButtonType:NSMomentaryPushInButton];
[self addSubview:playPauseButton];
I get a compile error and this warning for that last line: "Incompatible pointer types sending 'TimeSlipViewButton *__strong' to paremeter of type 'NSView *'".
I have a feeling I've misunderstood something very basic, and that for some reason I can't just pass addSubview: my NSButtonCell from within an NSView.
TimeSlipView.h
#import <Cocoa/Cocoa.h>
#import "TimeSlipViewButton.h"
#interface TimeSlipView : NSView {
TimeSlipViewButton *playPauseButton;
NSView *timerText;
NSView *clientText;
NSView *projectText;
NSView *taskText;
}
#end
TimeSlipViewButton.h
#import <Cocoa/Cocoa.h>
#interface TimeSlipViewButton : NSButtonCell
#end
A Cell Is no View and thus cannot be used as such! what you do doesn't work
You try exactly that when adding it as a subview
Cells are a (legacy) concept where views were too expensive.
The were/are used by some controls (like NSButton) to handle the actually drawing.
the Button CONTAINS a button cell
It ISNT a button cell, it IS a NSView
what you might wanna do is give a stock NSButton a specific ButtonCell that has custom drawing options. There are good tutorials out there for given existing NSButtons/NSSegmentedCells/NSTextFields custom NSCells
Working on an experiment on the iPad. Tried some variations on how to do this, but I can't seem to get it to work correctly...
I tap a UIButton on my MainViewController and a TextEntryModule is added to the view. TextEntryModule is its own class (for multiple instantiation) and it contains a UITextView called TextEntry (this all works at the moment).
I tap on the TextEntry UITextView and it brings up the keyboard and another view (located in MainViewController) with a UITextView called TextPreview. (this also works at the moment).
The part I'm having trouble with is synching the two UITextViews. The idea being that when I type into TextEntry, the text in TextPreview will also be updated.
Outlets are linked properly for the text fields, but I think I'm missing something "obvious":
TextEntryModule *tm = (AnnotationModule *)currentModule;
TextPreview.text = tm.TextEntry.text
Thanks in advance!
UITextView: delegate.
- (void)textViewDidChange:(UITextView *)textView
Then assign it the value of the other textview in this method.
Edit
#interface MainViewController <UITextViewDelegate> {
...
}
...
#end
Then you implement this method in the implementation file of MainViewController
#implementation MainViewController
//More code
- (void)textViewDidChange:(UITextView *)textView {
TextEntryModule *tm = (AnnotationModule *)currentModule;
TextPreview.text = tm.TextEntry.text
}
#end
Then you will have to set the TextEntryModule object's delegate to self since the controller now conform to the protocol and can "act" upon this notification.
You need to become a UITextFieldDelegate and monitor when text changes in the one field and then update the other field. Take a look at the documentation on it.
I know this question has been asked a lot before, but nothing will work for me. The following code will not do anything at all.
- (void) mouseDown:(NSEvent*)event {
NSLog(#"It worked!");
}
I have tried a lot of different methods to get this to work, including creating custom NSEvents in this way:
NSEvent *someEvent;
- (void) mouseDown:(NSEvent*)someEvent {
NSLog(#"It worked!");
}
This is my .h file:
#interface test : NSWindow <NSWindowDelegate> {
}
Would somebody explain how to make this do something?
Make sure your class inherits from NSWindow and conforms to the <NSWindowDelegate> protocol. Otherwise, that's just a method that happens to be named mouseDown, and nobody will ever call it.
Update: Change your header file so that it looks like this:
#interface test : NSWindow <NSWindowDelegate> {
}
In other words, don't put a prototype of mouseDown inside the interface definition, or anywhere else in the .h file.
In your implementation file (.m) put just the method:
- (void) mouseDown:(NSEvent*)someEvent {
NSLog(#"It worked!");
}
Assuming that you have logging turned on in the device (are you sure you can read NSLog output from elsewhere in your program?), you should see "It worked!" printed there.
I'm not an obj-C expert by any means, but I think by putting the mouseDown prototype inside the interface definition, you were basically creating your own custom mouseDown method which hid the "real" one. This indicated to the compiler that it should not call your mouseDown method on a window click.
Your subclass must have a parent class of NSResponder, otherwise you will not get any events.
You're overriding the NSWindow class, you should be overriding the NSView "contentView" of the NSWindow class to capture mouse events. Most of the decorations (NSViews) on the window outside of the contentView are private.
Just create a new NSView that overrides mouseDown, etc and add it as your content view to the NSWindow object.
I know this question has been asked a lot before, but nothing will work for me. The following code will not do anything at all.
- (void) mouseDown:(NSEvent*)event {
NSLog(#"It worked!");
}
I have tried a lot of different methods to get this to work, including creating custom NSEvents in this way:
NSEvent *someEvent;
- (void) mouseDown:(NSEvent*)someEvent {
NSLog(#"It worked!");
}
This is my .h file:
#interface test : NSWindow <NSWindowDelegate> {
}
Would somebody explain how to make this do something?
Make sure your class inherits from NSWindow and conforms to the <NSWindowDelegate> protocol. Otherwise, that's just a method that happens to be named mouseDown, and nobody will ever call it.
Update: Change your header file so that it looks like this:
#interface test : NSWindow <NSWindowDelegate> {
}
In other words, don't put a prototype of mouseDown inside the interface definition, or anywhere else in the .h file.
In your implementation file (.m) put just the method:
- (void) mouseDown:(NSEvent*)someEvent {
NSLog(#"It worked!");
}
Assuming that you have logging turned on in the device (are you sure you can read NSLog output from elsewhere in your program?), you should see "It worked!" printed there.
I'm not an obj-C expert by any means, but I think by putting the mouseDown prototype inside the interface definition, you were basically creating your own custom mouseDown method which hid the "real" one. This indicated to the compiler that it should not call your mouseDown method on a window click.
Your subclass must have a parent class of NSResponder, otherwise you will not get any events.
You're overriding the NSWindow class, you should be overriding the NSView "contentView" of the NSWindow class to capture mouse events. Most of the decorations (NSViews) on the window outside of the contentView are private.
Just create a new NSView that overrides mouseDown, etc and add it as your content view to the NSWindow object.