NSWindow attached to cursor - objective-c

I would like to make a custom panel, that shows a zoom at the current cursor-location.
Like for example 'Sip' does.
I have searched the web for examples, but didn't find anything specific.
I found NSEvent's addGlobalMonitorForEventsMatchingMask:handler: and addLocalMonitorForEventsMatchingMask:handler: methods.
Now I could just set the frame origin of the window.
But I'm not sure if that's really the right solution.
Is there a better way to do this?
Could anyone point me into some sample-code?

That's basically it.
You can also use the Quartz Event Tap function family CGEventTap, as it will provide a little more responsiveness during events like the Mac application switcher and Exposé or Mission Control or Dashboard. However, it is a little harder to set up, and uses a C callback approach that is a little tougher to use with some things.
Quartz Event Taps are otherwise the same thing, but possibly slightly faster.
If you use that, be sure to use the function CGPoint CGEventGetUnflippedLocation(CGEventRef aCGEvent)
As in:
CGPoint eventLocation = CGEventGetUnflippedLocation(aCGEvent);
That will make sure your y coordinates are bottom left like the rest of Cocoa.
Otherwise use its sibling CGEventGetLocation() which for some odd reason of crappy naming doesn't indicate that it returns flipped coordinates. (but the docs do state this)

Related

Keyboard shortcut to move map view?

I'm trying to implement the same feature, that Maps.app has on OS X, where when selecting the map, the arrow keys on the keyboard moves the map north/south (up/down) and east/west (left/right).
I've created a sample project, added a MKMapView to the storyboard just to ensure that I've not overwritten anything in my 'real' project, but the default behavior is the same, ie. the map is not responding to the keyboad strokes.
I've searched the documentation, looking at the delegate protocols, but have been unable to finde an answer. Any ideas? (It does not matter if its Swift or Objective-C)
So, after a few days thought, I've come to this solution:
Create a function that moves the map (I've used setCenterCoordinate:), and trigger this from keyDown. There is a little regarding zooming and moving the map that need to be thought of though.
I'm leaving this here, in case someone can use it :)

How should I design displaying a dynamic map? (Coordinates + Lines)

So I want to have a view (NSView, NSOpenGLView, something CG related?) which basically displays a map. Such as:
http://dump.tanaris4.com/map.png
Obviously that looks horrible, but I did it using an NSView, and it draws SO slow. Clearly not designed for this.
I just need to allow users to click on the individual (x,y) coordinates to make changes, and zoom into a certain area (to see it better).
Should I go the OpenGL route? And if so - any suggestions as to how to get started? (I was able to follow the guide to draw a triangle, so that's good).
I did find this post on zooming in an NSView: How to implement zoom/scale in a Cocoa AppKit-application
My concern is if I'm drawing over 6000 coordinates and the lines connecting them, this isn't efficient at all.
I don't think using OpenGL would be of any good here. The problem does not seem to be the actual painting, but rather the rendering strategy. You would need a scene graph of some kind to dynamically handle level of detail and culling.
Qt has all this packaged in a nice class class QGraphicsScene (see http://doc.qt.nokia.com/latest/qgraphicsscene.html for reference, and http://doc.qt.nokia.com/main-snapshot/demos-chip.html for an example).
Some basic concepts you should consider using:
http://en.wikipedia.org/wiki/Scene_graph
http://en.wikipedia.org/wiki/Quadtree
http://en.wikipedia.org/wiki/Level_of_detail
Try using core graphics for this, really there is so much that could be done. Watch the video Practical Drawing for iOS Developers from WWDC 2011 and it should give an over view of what can be done with CG.
I believe even CoreGraphics will suffice for what you want to achieve, and that should work under a UIView if you draw the rectangle of your view completely under the DrawRect method of your UIView (you must overload this method). Please see the UIView Class Reference. I have a mobile application that logs points on the UIMapKit, kind of like Nike+, and it certainly works well for massive amounts of points/line segments. There is no reason why this simple approach cannot work for you as well.

Cocoa + CoreAnimation: Animated List of Custom Subviews

I've been trying to get this right for weeks now, and though I've learned a lot through my misfires, at this point, I just need a solution. The issue is with unpacking the seemingly overlapping graphics and UI APIs included in Cocoa, many of which produce similar effects, but feature unique limitations that I've often discovered only after investing many hours into an implementation.
I'm new to Cocoa, but not to programming, and I'm trying to create a Mac app with a very customized UI – think Capo, Garageband, or Billings. One view in my window will display an ordered list of subviews, each of which does a lot of custom drawing, and each must support a "selected" state and drag-reordering. The subviews do not need to support being dragged outside of their superview.
Ideally, a drag will give animated feedback as it happens, pushing neighboring sibling views to make space, e.g. toolbar icons or the Safari bookmarks bar. The trouble is, I can't seem to land on the right pack of technologies to get this right. I've done the subviews as NSView subclasses in an NSCollectionView and also as CALayers in a custom CollectionView-like NSView, and neither seems to offer the perfect solution. That said, the first option seems the better of the two for its superior handling of mouse events.
I've not yet tried doing this as a TableView, and I don't want to go down that path without some indication I'm on the right track. Extensive Googling has shown only that there aren't any up-to-date resources on CoreAnimation-enabled reordering or dragging. As such a standard feature of the OS X UI, I feel like this should be easier!
Any help from anyone on what the right tools are for this job would be greatly appreciated. TIA.

I want to animate the movement of a foreign OS X app's window

Background: I recently got two monitors and want a way to move the focused window to the other screen and vice versa. I've achieved this by using the Accessibility API. (Specifically, I get an AXUIElementRef that holds the AXUIElement associated with the focused window, then I set the NSAccessibilityPositionAttribute value to move the window.
I have this working almost exactly the way I want it to, except I want to animate the movement of windows. I thought that if I could get the NSWindow somehow, I could get its layer and use CoreAnimation to animate the window movement.
Unfortunately, I found out that this isn't possible. (Correct me I'm wrong though -- if there's a way to do it this way it'd be great!) So I'm asking you all for help. How should I go about animating the movement of the focused window, if I have access to the AXUIElementRef?
-R
--EDIT
I was able to get a crude animation going by creating a while loop and moving the position of the window by a small amount each time to make a successful animation. However, the results are pretty sub-par. As you can guess, it takes a lot of unnecessary processing power, and is still very choppy. There must be a better way.
The best possible way I can imagine would be to perform some hacky property comparison between the AXUIElement info values for the window and the info returned from the CGWindow api. Once you're able to ascertain what windows in the CGWindow API match AXUIElementRefs, you could grab bitmaps of the current window contents, overlay the screen with your own custom animation draw of the faux windows, then as you drop the overlay set the real AXUIElementRef's to the desired-end-animation positions.
Hacky, tho.

Display something on the screen everytime action made

I have a problem not sure how to solve this. Hmm I am developing a game, a multi touch game, I already can make everything working fine, except a small issue that I want to show messages on the playing screen, each time the player makes actions. like his finger moves right the message says : "this finger moving right" nicely at the bottom of the screen, then if the finger move left, then it says the his finger moves left... something like that, can anyone show me how. I am using Cocos2D , it shall be much easier in Cocoa.
Thanks a alot for any help.
You'll probably need to be more specific with your question, but for now, here's a general answer:
Handling touch events on the iPhone and Handling touch ("trackpad") events on the Mac.
You'll receive and process the events per the above, then you'll display the results somehow. For testing, you'll probably just want to log the results to the console. For the final version, you might have a label or even a custom view that draws the "instruction" in some fancier way. If the latter is the case, you'll want to read up on custom views and drawing for whichever platform you're using (or both).