How to draw an fullscreen overlay and text+text field over it? - objective-c

Is there a way to draw fullscreen overlay, and then draw a label + textfield over it?
What I already did:
When user clicks button, screen should be covered by overlay.
in the AppDelegate.m button action method I wrote:
NSRect frame = [[NSScreen mainScreen] frame];
self.mainWindow = [[NSWindow alloc] initWithContentRect:frame styleMask:NSBorderlessWindowMask backing:NSBackingStoreBuffered defer:NO];
[self.mainWindow setAcceptsMouseMovedEvents:YES];
[self.mainWindow setOpaque:NO];
[self.mainWindow setLevel:CGShieldingWindowLevel()];
[self.mainWindow setBackgroundColor:[NSColor colorWithDeviceRed:0.0 green:0.0 blue:0.0 alpha:0.7]];
[self.mainWindow orderFrontRegardless];
NSApplicationPresentationOptions options = NSApplicationPresentationDisableProcessSwitching + NSApplicationPresentationHideDock + NSApplicationPresentationDisableForceQuit + NSApplicationPresentationDisableSessionTermination + NSApplicationPresentationDisableHideApplication;
[NSApp setPresentationOptions:options];
It's working nice, but without any animations & I really don't know how to draw objects (labels/textfields) over it?
Either, should I move this method into another class?

as for animation, there are many ways.. Id do
mainWindow.alphaValue = 0;
[mainWindow orderFrontRegardless];
[[mainWindow animator] setAlphaValue:1.0];
as for the label, just add a NSTextField with a HUGE NSFont, as a subview
NSTextField *label = ...
[[mainWindow contentView] addSubview:label];
p.s. just like with the label, you can add any other views :)

Related

OSX custom keyboard field

I am creating an application using Unity3d platform, and I want to show native osx textfields for my osx build.
Is there way to show native text field?
I have tried to add textField to NSWindow, but it is not visible.
NSTextField *textField = [[NSTextField alloc] initWithFrame:NSMakeRect(0, 0, 200, 100)];
[textField setStringValue:#"VALUE"];
NSApplication * shAp = [NSApplication sharedApplication];
NSWindow *window = [shAp windows][1];
if (window != NULL)
{
NSLog(#"window found, add subview");
[[window contentView] addSubview:textField];
}
My solution for this is using child window.
I create Child Window and then add TextField as subview.
All works fine, but I should resize child window when parent window is resizing.
NSTextField *textField = [[NSTextField alloc] initWithFrame:NSMakeRect(0, 0, 100, 50)];
NSApplication * shAp = [NSApplication sharedApplication];
NSWindow *window = [shAp windows][1];
NSWindow *overlayWindow = [[NSWindow alloc]initWithContentRect:newRect
styleMask:NSBorderlessWindowMask
backing:window.backingType
defer:NO];
[window addChildWindow:overlayWindow ordered:NSWindowAbove];
[[overlayWindow contentView] addSubview:textView];

Create a temporary HUD popup notification in Cocoa App

Im trying to have a window pop up to notify the user of an action, kind of like how the Flutter app shows a play/pause notification when a gesture is received.
This comes up for about two seconds and vanishes. The app itself is run from the menu bar so this pop up doesn't take control from whatever application is currently in focus but rather just shows on top of it and cannot be interacted with. I basically want to recreate exactly this. Say in the body of
- (void)popup:(id)sender {}
This is essentially very similar to a toast on android.
Edit: I looked closer at the flutter app and all it does is display two images (.png) one for the huge pause and another to indicate what application its in (in this case iTunes). Question now is how do I display an image like this.
You should take a look at this:
https://github.com/Foxnolds/MBProgressHUD-OSX
or Growl:
http://growl.info/documentation/developer/
To replicate this I added a 'HUD Window" from the interface builder which is just an NSPanel. I then added a image view to the panel and set the panel's colour to clear. I was then able to position the panel where I wanted and overlay the appropriate image.
I'm using this code:
static void showHud(NSString* text, int width, int height, CGFloat duration, int fontSize) {
NSWindow* window = [NSWindow new];
[window setFrame:NSMakeRect(0,0,width,height) display:NO];
[window center];
window.titleVisibility = NSWindowTitleHidden;
window.styleMask = NSWindowStyleMaskBorderless;
window.alphaValue = 0.9;
window.movableByWindowBackground = YES;
[window setLevel: NSStatusWindowLevel];
[window setBackgroundColor: [NSColor clearColor]];
[window setOpaque:NO];
//[window setHasShadow:NO];
[window makeKeyAndOrderFront:NSApp];
NSVisualEffectView *view = [[NSVisualEffectView new] initWithFrame:window.contentView.bounds];;
view.translatesAutoresizingMaskIntoConstraints = NO;
[view setBlendingMode:NSVisualEffectBlendingModeBehindWindow];
[view setMaterial:NSVisualEffectMaterialDark];
[view setState:NSVisualEffectStateActive];
//[view setAppearance:[NSAppearance appearanceNamed:NSAppearanceNameVibrantDark]];
//[view setWantsLayer:NO];
[view setWantsLayer:YES];
view.layer.cornerRadius = 16.;
//view.layer.shouldRasterize = YES;
//view.layer.rasterizationScale = 0.45;
view.layer.shadowOpacity = 0.1; //0.01;
view.layer.edgeAntialiasingMask = kCALayerTopEdge | kCALayerBottomEdge | kCALayerRightEdge | kCALayerLeftEdge;
[window.contentView addSubview:view];
//window.contentView = view;
NSTextField *label = [[NSTextField alloc] initWithFrame:view.bounds];
[label setBezeled:NO];
[label setDrawsBackground:NO];
[label setEditable:NO];
[label setSelectable:NO];
label.stringValue = text;
label.alignment = NSTextAlignmentCenter;
label.textColor = [NSColor whiteColor];
label.backgroundColor = [NSColor clearColor];
label.font = [NSFont fontWithName:#"Arial-BoldMT" size:fontSize];
//NSRect titleRect = [label titleRectForBounds:view.bounds];
NSSize cellSize = [label.cell cellSizeForBounds:view.bounds];
NSSize strSize = cellSize; // [label.attributedStringValue size];
NSRect frame = view.frame;
frame.origin.y = frame.size.height / 2 - strSize.height / 2;
frame.size.height = strSize.height;
label.frame = frame;
[view addSubview:label];
[NSAnimationContext runAnimationGroup:^(NSAnimationContext *context) {
context.duration = duration;
window.animator.alphaValue = 0.;
} completionHandler:^{
[window close];
}];
}

UIView does not show properly when the uitableview is scrolled down

I'm implementing some sort of loading screen consisting of a black coloured uiview with a spinner at it's center.
When the tableview has been scrolled down and the loading goes, the loading screen is at the top and if the tableview has been scrolled to the bottom, the loading screen disappears.
Function:
UIView *blackScreen = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
blackScreen.backgroundColor = [[UIColor blackColor] colorWithAlphaComponent:0.5];
blackScreen.tag = LOADING_SCREEN_TAG;
UIActivityIndicatorView *spinner = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
spinner.center = CGPointMake(CGRectGetWidth(self.view.bounds)/2,
CGRectGetHeight(self.view.bounds)/2.3);
spinner.tag = SPINNER_TAG;
[spinner startAnimating];
[self.view addSubview:blackScreen];
[self.view addSubview:spinner];
[self.view setUserInteractionEnabled:NO];
You need to add contentOffset, I would like to refer you to this page which explains the use of it.
Here's the solution anyway, this is assuming that the variable name of your tableview is tableView and is set as a property of the class:
CGRect loadingScreenFrame = CGRectMake([[UIScreen mainScreen] bounds].origin.x + self.tableView.contentOffset.x,
[[UIScreen mainScreen] bounds].origin.y + self.tableView.contentOffset.y,
[[UIScreen mainScreen] bounds].size.width,
[[UIScreen mainScreen] bounds].size.height);
UIView *blackScreen = [[UIView alloc] initWithFrame:loadingScreenFrame];
blackScreen.backgroundColor = [[UIColor blackColor] colorWithAlphaComponent:0.5];
blackScreen.tag = LOADING_SCREEN_TAG;
UIActivityIndicatorView *spinner = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
spinner.center = CGPointMake((CGRectGetWidth(self.view.bounds)/2) + self.tableView.contentOffset.x,
(CGRectGetHeight(self.view.bounds)/2.3) + self.tableView.contentOffset.y);
spinner.tag = SPINNER_TAG;
[spinner startAnimating];
[self.view addSubview:blackScreen];
[self.view addSubview:spinner];
[self.view setUserInteractionEnabled:NO];
A solution would be to not add the spinning view to the tableview but rather to its superview. It seems like you are probably using a UITableViewController which would mean that you would need to restructure your code to use a UIViewController to make this work. Adding both the UITableView and the spinner view to the view of the UIViewController would also achieve what you are looking for without having to set the center based on the content offset.

NSWindow like Quicksilver

I am creating an app, where I want to show a "pop-up" or "notification" to the user when he press a hotkey.
I want that to be displayed as a floating message, like the one that appears when you change the volume, or the brightness, or like the Quicksilver App input window.
I want it to has alpha, to fade in, to stay there for 5-8 secs, and to fade out.
And ... the problem is that I don't know how to get started on that. I've tried:
NSRect frame = NSMakeRect(0, 0, 600, 65);
_myWindow = [[NSWindow alloc] initWithContentRect:frame
styleMask:NSBorderlessWindowMask
backing:NSBackingStoreBuffered
defer:NO];
[_myWindow setBackgroundColor:[NSColor blueColor]];
[_myWindow center];
[_myWindow makeKeyAndOrderFront:NSApp];
But, of course that's not what I'm trying to do.
Any help is welcome ;-)
I believe the proper term for this is a bezel window. Quicksilver is open source (https://github.com/quicksilver/Quicksilver) so you can see how they do it, but I've accomplished something similar with a custom NSWindow subclass:
- (id) initWithContentRect:(NSRect)contentRect styleMask:(NSUInteger)aStyle backing:(NSBackingStoreType)bufferingType defer:(BOOL)flag
{
if((self = [super initWithContentRect:contentRect styleMask:NSBorderlessWindowMask backing:bufferingType defer:flag])) {
[self setOpaque:NO];
[self setIgnoresMouseEvents:YES];
[self setLevel:NSFloatingWindowLevel];
[self setBackgroundColor:[NSColor clearColor]];
}
return self;
}
and the animation controlled by the window controller:
- (void) windowDidLoad
{
CAAnimation *animation = [CABasicAnimation animation];
[animation setDelegate:self];
[[self window] setAnimations:[NSDictionary dictionaryWithObject:animation forKey:#"alphaValue"]];
}
to make the window fade in, code similar to the following should work:
[[self window] setAlphaValue:0.0];
[[[self window] animator] setAlphaValue:1.0];
[[self window] orderFront:self];
I realize this isn't a plug and play solution but it should get you started.

Draggable CALayer

Any way of making a CALayer draggable by the user? If so, how?
(In Cocoa - Mac)
Layers can not receive mouse events themselves. You would have to do the event handling in the view or view controller containing the layer.
If a mouseDragged: event originates on a layer (see -[CALayer hitTest:] and -[CALayer containsPoint:] to test this), adjust the layer's position accordingly. You will probably want to disable implicit animations to have the layer follow the mouse pointer immediately (rather than lagging a little behind because of the animation of the position property):
[CATransaction begin];
[CATransaction setDisableActions:YES];
layer.position = ...;
[CATransaction commit];
I tried creating a window through code and adding the CALayer to it, but I don't get why it's not showing.
NSRect rect = NSZeroRect;
rect.size = NSMakeSize( SSRandomFloatBetween( 300.0, 200.0 ), SSRandomFloatBetween( 300.0, 200.0 ));
NSWindow *newWin = [[NSWindow alloc] initWithContentRect:rect styleMask:NSBorderlessWindowMask backing:NSWindowBackingLocationDefault defer:YES];
[newWin setBackgroundColor: [NSColor clearColor]];
[newWin setOpaque:NO];
[newWin setIgnoresMouseEvents:NO];
[newWin setMovableByWindowBackground:YES];
[newWin makeKeyAndOrderFront:self];
[[newWin contentView] setWantsLayer:YES];
NSRect contentFrame = [[newWin contentView] frame];
CALayer *newWinLayer = [CALayer layer];
newWinLayer.frame = NSRectToCGRect(contentFrame);
layer.backgroundColor=CGColorCreateGenericGray(0.0f, 0.5f);
layer.borderColor=CGColorCreateGenericGray(0.756f, 0.5f);
layer.borderWidth=5.0;
// Calculate random origin point
rect.origin = SSRandomPointForSizeWithinRect( rect.size, [window frame] );
// Set the layer frame to our random rectangle.
layer.frame = NSRectToCGRect(rect);
layer.cornerRadius = 25.0f;
[newWinLayer addSublayer:layer];
Window is linked to a big window, with a semi-transparent (black filled) window that is resized to fill the screen.
I've made the window draggable, but why isn't the CALayer in the window showing?