How can I get the frame of a UIBarButtonItem? - objective-c

I'm trying to get the frame of a UIBarButtonItem, which just inherits from UIBarItem/NSObject.

In iOS 5.0, 5.1, and 6.0, use the following method. This method can be easily modified for use with a UIToolBar as well.
- (UIControl *) findBarButtonItem:(UIBarButtonItem *)barButtonItem
{
UINavigationBar *toolbar = self.navigationController.navigationBar;
UIControl *button = nil;
for (UIView *subview in toolbar.subviews) {
if ([subview isKindOfClass:[UIControl class]]) {
for (id target in [(UIControl *)subview allTargets]) {
if (target == barButtonItem) {
button = (UIControl *)subview;
break;
}
}
if (button != nil) break;
}
}
return button;
}
Usage:
UIControl *barButton = [self findBarButtonItem:myBarButtonItem];
CGRect barButtonFrame = barButton.frame;

This way works best for me:
UIView *targetView = (UIView *)[yourBarButton performSelector:#selector(view)];
CGRect rect = targetView.frame;

I know you posted this question for the purpose of posting the answer you found. I thought I would add an alternate solution that doesn't have the risk of breaking in a future iOS update.
If you create your UIBarButtonItem using a custom view then you can access the customView property of the UIBarButtonItem. The frame of the customView will reflect its position in the toolbar or navbar.
Obviously this solution prevents you from using the standard system defined buttons. But you can easily replicate them with your own image.
Generally the custom view you would use would be a UIButton with an appropriate icon image. One trick is to ensure you enable the button's showsTouchWhenHighlighted property so you get the usual highlight effect.
Setup the UIButton with the same target/action you would use on the UIBarButtonItem.

Here's a way to do this without having to resort to undocumented behaviour or assumptions.
Instead of using a UIBarButtonSystemItem, use a UIBarButtonItem with a custom view. You can get the image from the UIBarButtonSystemItem using a technique like this one:
Use UIBarButtonItem icon in UIButton

Related

Automatically click segmentControl with index 0 on ViewDidAppear

I am hoping to "automate" a click on the segmentController with the index of 0.
My tabBar-based app has multiple segmentControllers in a tab in the ViewDidAppear method, I would like to automatically have it "click" the first segmented controller.
if (segmentController.selectedSegmentIndex == 0) {
//stuff here
}
if (segmentController.selectedSegmentIndex == 1) {
//stuff here
}
Does anyone know how I might accomplish this? Thank you!
If you're creating it programmatically, you could lazy load it like this:
#interface ExampleViewController : UIViewController
#property (nonatomic, strong) UISegmentedControl *segmentedControl;
- (void)segmentedControlClicked:(UISegmentedControl *)segmentedControl;
#end
#implementation ExampleViewController
- (UISegmentedControl *)segmentedControl
{
if (!_segmentedControl)
{
NSArray *items = #[#"First", #"Second", #"Third"];
_segmentedControl = [[UISegmentedControl alloc] initWithItems:items];
[_segmentedControl addTarget:self
action:#selector(segmentedControlClicked:)
forControlEvents:UIControlEventValueChanged];
[_segmentedControl setSelectedSegmentIndex:0]; // Set Default selection
CGRect frame = _segmentedControl.frame;
frame.origin = CGPointMake(0.0f, 0.0f); // Move to wherever you need it
[self.view addSubview:_segmentedControl];
}
return _segmentedControl;
}
- (void)segmentedControlClicked:(UISegmentedControl *)segmentedControl
{
// Whatever your code is goes here...
}
#end
If you're wanting a method to be called also initially, you can call it within your viewDidLoad: method as such:
- (void)viewDidLoad
{
[self.segmentedControl setSelectedSegmentIndex:0]; // Set desired default index (optional if set in lazy load as shown above)
[self segmentedControlClicked:self.segmentedControl];
}
This would hence simulate a click on desired default index.
Be careful putting the above into viewDidAppear: (you could if you really wanted to) because anytime the view comes to the front, this method will be called (in example, if this view controller presents a modal view controller, once the modal is dismissed, this view controller's viewDidAppear: method will be called).
Cheers!
Set the selectedSegmentIndex property on your UISegmentedControl in your viewDidAppear (or viewDidLoad) method.
self.segmentedController.selectedSegemntIndex = 1;
UISegmentedControl Reference

Where to set popover size?

I have a UIViewController called HomeViewController and it has a model that contains an array of data. HomeViewController also has a button that when pressed will show a UITableViewController that display's the model's array of data.
My question is, what is the standard/best way to set the popover's size? I only want the popover to be tall enough to display the data, but no taller. What is common practice? I assume that I need to set contentSizeForViewInPopover at some point but I'm not sure where...In the viewDidLoad method of the popover class? In the prepareForSegue method?
Here's the code I have so far: (Note that DataPresentingViewController is my popover view controller class`)
//In HomeViewController
- (void) prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if([segue.destinationViewController isKindOfClass:[DataPresentingViewController class]])
{
DataPresentingViewController *dest = (DataPresentingViewController *) segue.destinationViewController;
dest.mySavedData = self.myModel.mySavedData;
}
}
I know that I could just set the contentSizeForViewInPopover here in the prepareForSegue method; however, this seems like something the popover class should deal with.
As of iOS7 contentSizeForViewInPopover is deprecated. You should use UIViewController's preferredContentSize property instead.
Hope this helps!
set contentSizeForViewInPopover in ViewDidLoad method in HomeViewController
contentSizeForViewInPopover is deprecated in iOS 7
The property: popoverContentSize of UIPopoverController represents the size of the content view that is managed by the view controller in the contentViewController property of UIPopoverController.
Reference
The advantage is that it is available in iOS 3.2 and later, so you don't need to check device version everytime, just replace contentSizeForViewInPopover method with your UIPopOverController object instance.
Have you tried:
setPopoverContentSize:<#(CGSize)#> animated:<#(BOOL)#>
in your segue logic block. Useful if you want the popover size to be variable based upon a data set, or view placement or whatever.
// self.contentSizeForViewInPopover = CGSizeMake(320.0, 600.0); //Deprecated in ios7
self.preferredContentSize = CGSizeMake(320.0, 600.0); //used instead
A little known trick to sizing your UIPopoverViewController to match the height of your UITableView is to use the tableView's rectForSection method to give you the height. Use the height in your viewController's contentSizeForViewInPopover like this:
- (CGSize)contentSizeForViewInPopover {
// Currently no way to obtain the width dynamically before viewWillAppear.
CGFloat width = 200.0;
CGRect rect = [self.tableView rectForSection:[self.tableView numberOfSections] - 1];
CGFloat height = CGRectGetMaxY(rect);
return (CGSize){width, height};
}
Try the following code:
- (IBAction)setData:(id)sender
{
UIViewController *popoverContent=[[UIViewController alloc] init];
UITableView *tableView=[[UITableView alloc] initWithFrame:CGRectMake(265, 680, 0, 0) style:UITableViewStylePlain];
UIView *popoverView=[[UIView alloc] initWithFrame:CGRectMake(0, 0, 200, 300)];
popoverView.backgroundColor=[UIColor whiteColor];
popoverContent.view=popoverView;
popoverContent.contentSizeForViewInPopover=CGSizeMake(200, 420);//setting the size
popoverContent.view=tableView;
tableView.delegate=self;
tableView.dataSource=self;
self.popoverController=[[UIPopoverController alloc] initWithContentViewController:popoverContent];
[self.popoverController presentPopoverFromRect:CGRectMake(400, 675, 0, 0) inView:self.view permittedArrowDirections:UIPopoverArrowDirectionDown animated:YES];
}
It looks like you want to do it programmatically, but in the storyboard, before you hook up a view controller to a segue, under the attributes inspector there is a "popover, use explicit size option." Maybe you can set the size that would work the best for your App first and not worry about the size with using code. Hope this helps, let us know how it goes.

Correct method to programmatically create UIView and UIViewController and link together

I'm new to iOS development. To keep my iOS app nicely compartmentalised I'd like to create both the UIView and the UIViewController programatically, and tie them together once created.
So, I do the following: in my view controller I have this:
-(void)loadView {
NSLog(#"HPSMainMenuViewController loadView starting");
HPSMainMenuView* mainmenuView = [[HPSMainMenuView alloc]initWithFrame:CGRectZero];
self.view = mainmenuView;
}
and in my View I have this:
-(id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Initialization code
NSLog(#"HPSMainMenuView initWithFrame starting");
[self setup];
}
return self;
}
-(void)setup {
UIButton* btn = [UIButton buttonWithType:UIButtonTypeRoundedRect];
btn.tag = E_PROFILE_BUTTON;
[btn setTitle:#"Option1" forState:UIControlStateNormal];
[self.view addSubview:btn ];
btn = [UIButton buttonWithType:UIButtonTypeRoundedRect];
btn.tag = E_CONTACTS_BUTTON;
[btn setTitle:#"Option2" forState:UIControlStateNormal];
[self.view addSubview:btn ];
self.title = #"Hello";
}
Is this the right way to do this (given I want full programmatic control). It seems wrong to dynamically build the view within the ViewController hence my approach where I am building the view within an actual UIView class.
Lastly, I'm using loadView; should I be using viewDidLoad? If so, why?
Thanks very much.
What you are doing is correct, and actually good. Many developers keep their view controllers and views heavily tied together but if you want to keep them separate then that's great.
loadView is where you should be creating and initializing everything. viewDidLoad can be called multiple times if the view is unloaded/reloaded due to memory warnings (for example). So viewDidLoad is where you would restore saved state, make your view correctly reflect your model, or any other initialization that you can't do in loadView.

Selection Highlight in NSCollectionView

I have a working NSCollectionView with one minor, but critical, exception. Getting and highlighting the selected item within the collection.
I've had all this working prior to Snow Leopard, but something appears to have changed and I can't quite place my finger on it, so I took my NSCollectionView right back to a basic test and followed Apple's documentation for creating an NSCollectionView here:
http://developer.apple.com/mac/library/DOCUMENTATION/Cocoa/Conceptual/CollectionViews/Introduction/Introduction.html
The collection view works fine following the quick start guide. However, this guide doesn't discuss selection other than "There are such features as incorporating image views, setting objects as selectable or not selectable and changing colors if they are selected".
Using this as an example I went to the next step of binding the Array Controller to the NSCollectionView with the controller key selectionIndexes, thinking that this would bind any selection I make between the NSCollectionView and the array controller and thus firing off a KVO notification. I also set the NSCollectionView to be selectable in IB.
There appears to be no selection delegate for NSCollectionView and unlike most Cocoa UI views, there appears to be no default selected highlight.
So my problem really comes down to a related issue, but two distinct questions.
How do I capture a selection of an item?
How do I show a highlight of an item?
NSCollectionView's programming guides seem to be few and far between and most searches via Google appear to pull up pre-Snow Leopard implementations, or use the view in a separate XIB file.
For the latter (separate XIB file for the view), I don't see why this should be a pre-requisite otherwise I would have suspected that Apple would not have included the view in the same bundle as the collection view item.
I know this is going to be a "can't see the wood for the trees" issue - so I'm prepared for the "doh!" moment.
As usual, any and all help much appreciated.
Update 1
OK, so I figured finding the selected item(s), but have yet to figure the highlighting. For the interested on figuring the selected items (assuming you are following the Apple guide):
In the controller (in my test case the App Delegate) I added the following:
In awakeFromNib
[personArrayController addObserver:self
forKeyPath:#"selectionIndexes"
options:NSKeyValueObservingOptionNew
context:nil];
New Method
-(void)observeValueForKeyPath:(NSString *)keyPath
ofObject:(id)object
change:(NSDictionary *)change
context:(void *)context
{
if([keyPath isEqualTo:#"selectionIndexes"])
{
if([[personArrayController selectedObjects] count] > 0)
{
if ([[personArrayController selectedObjects] count] == 1)
{
personModel * pm = (PersonModel *)
[[personArrayController selectedObjects] objectAtIndex:0];
NSLog(#"Only 1 selected: %#", [pm name]);
}
else
{
// More than one selected - iterate if need be
}
}
}
Don't forget to dealloc for non-GC
-(void)dealloc
{
[personArrayController removeObserver:self
forKeyPath:#"selectionIndexes"];
[super dealloc];
}
Still searching for the highlight resolution...
Update 2
Took Macatomy's advice but still had an issue. Posting the relevant class methods to see where I've gone wrong.
MyView.h
#import <Cocoa/Cocoa.h>
#interface MyView : NSView {
BOOL selected;
}
#property (readwrite) BOOL selected;
#end
MyView.m
#import "MyView.h"
#implementation MyView
#synthesize selected;
-(id)initWithFrame:(NSRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Initialization code here.
}
return self;
}
-(void)drawRect:(NSRect)dirtyRect
{
NSRect outerFrame = NSMakeRect(0, 0, 143, 104);
NSRect selectedFrame = NSInsetRect(outerFrame, 2, 2);
if (selected)
[[NSColor yellowColor] set];
else
[[NSColor redColor] set];
[NSBezierPath strokeRect:selectedFrame];
}
#end
MyCollectionViewItem.h
#import <Cocoa/Cocoa.h>
#class MyView;
#interface MyCollectionViewItem : NSCollectionViewItem {
}
#end
"MyCollectionViewItem.m*
#import "MyCollectionViewItem.h"
#import "MyView.h"
#implementation MyCollectionViewItem
-(void)setSelected:(BOOL)flag
{
[(MyView *)[self view] setSelected:flag];
[(MyView *)[self view] setNeedsDisplay:YES];
}
#end
If a different background color will suffice as a highlight, you could simply use an NSBox as the root item for you collection item view.
Fill the NSBox with the highlight color of your choice.
Set the NSBox to Custom so the fill will work.
Set the NSBox to transparent.
Bind the transparency attribute of the NSBox to the selected attribute of File Owner(Collection Item)
Set the value transformer for the transparent binding to NSNegateBoolean.
I tried to attach Interface builder screenshots but I was rejected bcos I'm a newbie :-(
Its not too hard to do. Make sure "Selection" is enabled for the NSCollectionView in Interface Builder. Then in the NSView subclass that you are using for your prototype view, declare a property called "selected" :
#property (readwrite) BOOL selected;
UPDATED CODE HERE: (added super call)
Subclass NSCollectionViewItem and override -setSelected:
- (void)setSelected:(BOOL)flag
{
[super setSelected:flag];
[(PrototypeView*)[self view] setSelected:flag];
[(PrototypeView*)[self view] setNeedsDisplay:YES];
}
Then you need to add code in your prototype view's drawRect: method to draw the highlight:
- (void)drawRect:(NSRect)dirtyRect
{
if (selected) {
[[NSColor blueColor] set];
NSRectFill([self bounds]);
}
}
That just simply fills the view in blue when its selected, but that can be customized to draw the highlight any way you want. I've used this in my own apps and it works great.
You can also go another way, if you're not subclassing NSView for your protoype view.
In your subclassed NSCollectionViewItem override setSelected:
- (void)setSelected:(BOOL)selected
{
[super setSelected:selected];
if (selected)
self.view.layer.backgroundColor = [NSColor redColor].CGColor;
else
self.view.layer.backgroundColor = [NSColor clearColor].CGColor;
}
And of course, as said by all the wise people before me, make sure "Selection" is enabled for the NSCollectionView in Interface Builder.
In your NSCollectionViewItem subclass, override isSelected and change background color of the layer. Test in macOS 10.14 and Swift 4.2
class Cell: NSCollectionViewItem {
override func loadView() {
self.view = NSView()
self.view.wantsLayer = true
}
override var isSelected: Bool {
didSet {
self.view.layer?.backgroundColor = isSelected ? NSColor.gray.cgColor : NSColor.clear.cgColor
}
}
}
Since none of the existing answers worked super well for me, here is my take on it. Change the subclass of the CollectionView item to SelectableCollectionViewItem. Here is it's code. Comes with a bindable textColor property for hooking your text label textColor binding to.
#implementation SelectableCollectionViewItem
+ (NSSet *)keyPathsForValuesAffectingTextColor
{
return [NSSet setWithObjects:#"selected", nil];
}
- (void)viewDidLoad {
[super viewDidLoad];
self.view.wantsLayer = YES;
}
- (void) viewDidAppear
{
// seems the inital selection state is not done by Apple in a KVO compliant manner, update background color manually
[self updateBackgroundColorForSelectionState:self.isSelected];
}
- (void)updateBackgroundColorForSelectionState:(BOOL)flag
{
if (flag)
{
self.view.layer.backgroundColor = [[NSColor alternateSelectedControlColor] CGColor];
}
else
{
self.view.layer.backgroundColor = [[NSColor clearColor] CGColor];
}
}
- (void)setSelected:(BOOL)flag
{
[super setSelected:flag];
[self updateBackgroundColorForSelectionState:flag];
}
- (NSColor*) textColor
{
return self.selected ? [NSColor whiteColor] : [NSColor textColor];
}
In my case I wanted an image(check mark) to indicate selection of object. Drag an ImageWell to the Collection Item nib. Set the desired image and mark it as hidden. Go to bindings inspector and bind hidden attribute to Collection View Item.
(In my case I had created a separate nib for CollectionViewItem, so its binded to File's owner. If this is not the case and Item view is in the same nib as the CollectionView then bind to Collection View Item)
Set model key path as selected and Value transformer to NSNegateBoolean. Thats it now whenever the individual cells/items are selected the image will be visible, hence indicating the selection.
Adding to Alter's answer.
To set NSBox as root item. Simply create a new IB document(say CollectionItem) and drag an NSBox to the empty area. Now add all the elements as required inside the box. Now click on File's Owner and set Custom Class as NSCollectionViewItem.
And in the nib where NSCollectionView is added change the nib name for CollectionViewItem
In the NSBox, bind the remaining elements to Files Owner. For a label it would be similar to :
Now to get the highlight color as Alter mentioned in his answer, set desired color combination in the Fill Color option, set the NSBox to transparent and bind the transparency attribute as below:
Now when Collection View Items are selected you should be able to see the fill color of the box.
This was awesome, thanks alot! i was struggling with this!
To clarify for to others:
[(PrototypeView*)[self view] setSelected:flag];
[(PrototypeView*)[self view] setNeedsDisplay:YES];
Replace PrototypeView* with the name of your prototype class name.
In case you are digging around for the updated Swift solution, see this response.
class MyViewItem: NSCollectionViewItem {
override var isSelected: Bool {
didSet {
self.view.layer?.backgroundColor = (isSelected ? NSColor.blue.cgColor : NSColor.clear.cgColor)
}
}
etc...
}
Here is the complete Swift NSCollectionViewItem with selection. Don't forget to set the NSCollectioView to selectable in IB or programmatically.
Tested under macOS Mojave (10.14) and High Sierra (10.13.6).
import Cocoa
class CollectionViewItem: NSCollectionViewItem {
private var selectionColor : CGColor {
let selectionColor : NSColor = (isSelected ? .alternateSelectedControlColor : .clear)
return selectionColor.cgColor
}
override var isSelected: Bool {
didSet {
super.isSelected = isSelected
updateSelection()
// Do other stuff if needed
}
}
override func viewDidLoad() {
super.viewDidLoad()
view.wantsLayer = true
updateSelection()
}
override func prepareForReuse() {
super.prepareForReuse()
updateSelection()
}
private func updateSelection() {
view.layer?.backgroundColor = self.selectionColor
}
}

drawRect not being called on added subview

I'm trying to programmatically create a window with custom contentView and one custom NSTextField control, but i'm having trouble getting this hierarchy of window and views to draw themselves.
I create a custom borderless window and override it's setContentView / contentView accessors. This seems to work fine and custom contentView's initWithFrame and drawRect methods get called causing contentView to draw itself correctly.
But as soon as i try programmatically adding custom NSTextField to contentView it doesn't get added or drawn. By saying custom i mean that i override it's designated initializer (initWithFrame:frame - only for custom font setting) and drawRect method which looks like this:
- (void)drawRect:(NSRect)rect {
NSRect bounds = [self bounds];
[super drawRect:bounds];
}
The custom contentView's initializer looks like this:
- (id)initWithFrame:(NSRect)frame {
self = [super initWithFrame:frame];
if (self != nil) {
// i want to draw itself to the same
// size as contentView thus i'm using same frame
CustomTextField *textField = [[CustomTextField alloc] initWithFrame:frame];
[self addSubview:textField];
[self setNeedsDisplay:YES];
}
return self;
}
I've been strugling with this for few hours so any pointers are much appreciated. More code is available on request .)
Your -drawRect: override seems wrong to me, why would you deliberately ignore the passed in rect argument? Why is this necessary?
As for why the text field is not appearing, it's most likely because you have not configured it. When you create an NSTextField in code, you don't get the same thing as the default instance that you get when you drag a text field onto a view in IB. You will need to configure the NSTextField and its NSTextFieldCell to get the appearance you desire.
I am using a programmatically added text field that I configure like this:
_textField = [[NSTextField alloc] initWithFrame:textFieldRect];
[[_textField cell] setControlSize:NSSmallControlSize];
[_textField setFont:[NSFont systemFontOfSize:[NSFont smallSystemFontSize]]];
[_textField setBezelStyle:NSTextFieldSquareBezel];
[_textField setDrawsBackground:YES];
[_textField setBordered:YES];
[_textField setImportsGraphics:NO];
[_textField setAllowsEditingTextAttributes:NO];
[_textField setBezeled:YES];
[_textField sizeToFit];
[self addSubview:_textField];
[_textField setFrame:textFieldRect];
[_textField setAutoresizingMask:NSViewMinXMargin];
Thanks for your answers!
I found my own problem. The reason why drawRect wasn't being called is because custom textfield was drawn outside the frame of content view. I guess i forgot to mention crucial detail that i'm drawing window centered on the screen thus it's frame was with x/y offset.
To fill the window with it's content view I init contentView with same frame as window (meaning the same (x;y) offset from window's (0;0) point).
Now i'm just unable to write to custom text field, but that's another problem I think I'm able to handle.