How do I deselect all table rows in NSOutlineView when clicking in the empty space of the view? - objective-c

For example when I click on the red dot below:
I want the following deselection to occur:
I set up the view-based NSOutlineView using bindings for both the data source and the selection indexes. So far i've tried to override the TableCellView becomeFirstResponder and also override NSOutlineView's becomeFirstResponder however it seems NSOutlineView never actually gives up first responder status?
Some advice would be very much appreciated!

I found this post on the topic. The solution appears to be in creating a subclass of NSOutlineView and overriding mouseDown: so that you can determine whether the click was on a row or not. When the click is on a row you just dispatch to super. If it's not you send deselectAll: to your NSOutlineView.
I haven't tried it myself but there are various posts around which come up with comparable code.

Use setAction: method of NSOutlineView.
[mOutlineView setAction:#selector(doClick:)];
[mOutlineView setTarget:self];
-(IBAction) doClick:(id)sender;
{
if ([mOutlineView clickedRow] == -1) {
[mOutlineView deselectAll:nil];
}
}

Swift 5. in NSOutlineViewDelegate
func outlineViewSelectionDidChange(_ notification: Notification) {
//1
guard let outlineView = notification.object as? NSOutlineView else {
return
}
outlineView.deselectAll(nil)
}

Related

Where does my First Responder Chain start?

I am in he final step to design my application.
It Basically consists of two tableviews plus other views. Each TableView has its own TableViewController class instance.
What I would like to do is to activate the corresponding menu items when the user clicks one of the table view row. For example, I want to delete the file the user is currently selecting, so the file menu save is activated. But if he is not in the table view, I want to gray it out in the menu.
Therefore, I want to use First Responder. I added menu item, defined an action delete: in the First Responder and linked the menu item to that action. TableViewController is a subclass of NSViewController. In The TableViewController.m, I write in the init method (to insert the view controller in the responder's chain):
[self setView:_tableView];
[self setNextResponder:self.view];
[self.view.subviews enumerateObjectsUsingBlock:^(NSView *subview, NSUInteger idx, BOOL *stop) { [subview setNextResponder:self]; }];
But My method delete: doesn't get called! When the user click the tableview, it becomes the First Responder right? Then THe ViewController should receive the action.
Otherwise, What is the First Responder and how to set it?
I guess I'm missing something!
reason it doesn't work
the firstResponder is the first view, or the window, or the app itself that responds to the selectors
basically
id firstResponder = keyView;
while(![firstResponder respondsToSelector:yourSelector] && firstResponder != nil) {
firstResponder = firstResponder.superview;
}
if(!firstResponder && [keyView.window respondsToSelector:sel]) {
firstResponder = window;
}
if(!firstResponder && [application respondsToSelector:sel]) {
firstResponder = application;
}
ViewControllers are not in the responder chain and never get the selector
see https://developer.apple.com/library/ios/documentation/EventHandling/Conceptual/EventHandlingiPhoneOS/event_delivery_responder_chain/event_delivery_responder_chain.html
solution
add the VC into the responder chain
id resp = myTableView.nextResponder;
myViewController.nextResponder = resp;
tableView.nextResponder = myViewController;
I found the solution to this problem. I just forgot to add a semicolon to my actions when I defined them in the First Responder.
SO I entered "delete" instead of "delete: " And just for this reason, my method -(void)delete:(id)sender was not called!
Thanks for your help anyway!

NSStepper in NSTableCellView has no effect

I’m using a regular (not subclassed) NSTableCellView in a view-based table view. It has the initial image and text field views. I added an NSStepper to the view.
The text field is bound to tableCellView.objectValue.quantity.
The stepper’s value is bound to tableCellView.objectValue.quantity too.
The problem is that when running the app, when I click the stepper it doesn’t seem to get the mouse event, neither arrow gets highlighted, the value is not incremented or decremented.
If I set the double action of the table view it gets triggered if I double-click the stepper as if it was transparent.
What am I missing?
Thanks!
You should look at the documentation but easiest is that you need to subclass NSTableView and override this method to validate the proposed first responder. As the document states NSTableViews disallow some controls to be used unless the row is first selected. Even then it still may discard some.
- (BOOL)validateProposedFirstResponder:(NSResponder *)responder forEvent:(NSEvent *)event {
return YES;
}
Further to the correct answer from Robert Payne, with Swift you could add an extension to NSTableView and not subclass it.
extension NSTableView {
override public func validateProposedFirstResponder(responder: NSResponder, forEvent event: NSEvent?) -> Bool {
return true
}
}
And I'd like to emphasis that it's the NSTableView not the NSTableViewCell.

How do I check if an UIViewController is currently being displayed?

How do I check if an UIViewController is currently being displayed?
My UIViewControllers are listening for NSNotifications - even if when they are not displayed (ie not shown). So I could have 10 UIViewController in the background observing NSNotifications from NSNotificationCenter. When an NSNotification is posted and received by the UIViewController, I'd like to find out if it is currently being shown. If it is not, I will just set a boolean so that it will processed when the View is presented. If it currently being display, I will do more things like update tables immediately, and so forth...
You need to check if your viewcontroller is on top of the stack of navigationcontroller's viewcontroller array. A sample code is,
if (self.navigationController.topViewController == self) {
//the view is currently displayed
}
You can use this inside the viewWillAppear method to check whether the current view is visible.
Check to see if it's attached to the window. If it's not nil it's in hierarchy which is attached to the screen (of course it could be off the bounds of the screen, covered by some other view or have the hidden flag set)
if (myViewController.view.window) {
// I'm attached to the window
} else {
// not attached to the window
}
You can use flags in viewWillAppear and viewWillDisappear methods for this.
Why don't you remove the notification listener in viewWillDisappear and add it in viewWillAppear?
Edit: misread his question, sorry.
Suggested answer: set your own flag (BOOL) in viewDidDisappear and viewDidAppear.
Specify title to each ViewController and then get the title of current ViewController by the code given bellow.
NSString *currentController = self.navigationController.visibleViewController.title;
Then check it by your title like this
if([currentController isEqualToString:#"myViewControllerTitle"]){
//write your code according to View controller.
}
I think that checking of viewController.view.superview should works.
It's too late to replay on this question.
To check the instance of a UIViewController is currently on the top of the screen or to check if it is showing on screen, you can put a check like:
// Get the topmost view showing on the screen as below
UIViewController * currentVC = ((UINavigationController*)app.window.rootViewController).visibleViewController;
// Now check whether the viewcontroller you want to show is the same as the currently showing view controller.
if (currentVC.class == myVC.class) { // Here myVC is any/new instance of the viewcontroller you would like to check or show (if not shown).
// If both are same then it returns true and executes this block of code.
}
One more alternative which is based on checking window property
if viewController.viewIfLoaded?.window != nil {
// visible
}

How can you add a UIGestureRecognizer to a UIBarButtonItem as in the common undo/redo UIPopoverController scheme on iPad apps?

Problem
In my iPad app, I cannot attach a popover to a button bar item only after press-and-hold events. But this seems to be standard for undo/redo. How do other apps do this?
Background
I have an undo button (UIBarButtonSystemItemUndo) in the toolbar of my UIKit (iPad) app. When I press the undo button, it fires it's action which is undo:, and that executes correctly.
However, the "standard UE convention" for undo/redo on iPad is that pressing undo executes an undo but pressing and holding the button reveals a popover controller where the user selected either "undo" or "redo" until the controller is dismissed.
The normal way to attach a popover controller is with presentPopoverFromBarButtonItem:, and I can configure this easily enough. To get this to show only after press-and-hold we have to set a view to respond to "long press" gesture events as in this snippet:
UILongPressGestureRecognizer *longPressOnUndoGesture = [[UILongPressGestureRecognizer alloc]
initWithTarget:self
action:#selector(handleLongPressOnUndoGesture:)];
//Broken because there is no customView in a UIBarButtonSystemItemUndo item
[self.undoButtonItem.customView addGestureRecognizer:longPressOnUndoGesture];
[longPressOnUndoGesture release];
With this, after a press-and-hold on the view the method handleLongPressOnUndoGesture: will get called, and within this method I will configure and display the popover for undo/redo. So far, so good.
The problem with this is that there is no view to attach to. self.undoButtonItem is a UIButtonBarItem, not a view.
Possible solutions
1) [The ideal] Attach the gesture recognizer to the button bar item. It is possible to attach a gesture recognizer to a view, but UIButtonBarItem is not a view. It does have a property for .customView, but that property is nil when the buttonbaritem is a standard system type (in this case it is).
2) Use another view. I could use the UIToolbar but that would require some weird hit-testing and be an all around hack, if even possible in the first place. There is no other alternative view to use that I can think of.
3) Use the customView property. Standard types like UIBarButtonSystemItemUndo have no customView (it is nil). Setting the customView will erase the standard contents which it needs to have. This would amount to re-implementing all the look and function of UIBarButtonSystemItemUndo, again if even possible to do.
Question
How can I attach a gesture recognizer to this "button"? More specifically, how can I implement the standard press-and-hold-to-show-redo-popover in an iPad app?
Ideas? Thank you very much, especially if someone actually has this working in their app (I'm thinking of you, omni) and wants to share...
Note: this no longer works as of iOS 11
In lieu of that mess with trying to find the UIBarButtonItem's view in the toolbar's subview list, you can also try this, once the item is added to the toolbar:
[barButtonItem valueForKey:#"view"];
This uses the Key-Value Coding framework to access the UIBarButtonItem's private _view variable, where it keeps the view it created.
Granted, I don't know where this falls in terms of Apple's private API thing (this is public method used to access a private variable of a public class - not like accessing private frameworks to make fancy Apple-only effects or anything), but it does work, and rather painlessly.
This is an old question, but it still comes up in google searches, and all of the other answers are overly complicated.
I have a buttonbar, with buttonbar items, that call an action:forEvent: method when pressed.
In that method, add these lines:
bool longpress=NO;
UITouch *touch=[[[event allTouches] allObjects] objectAtIndex:0];
if(touch.tapCount==0) longpress=YES;
If it was a single tap, tapCount is one. If it was a double tap, tapCount is two. If it's a long press, tapCount is zero.
Option 1 is indeed possible. Unfortunately it's a painful thing to find the UIView that the UIBarButtonItem creates. Here's how I found it:
[[[myToolbar subviews] objectAtIndex:[[myToolbar items] indexOfObject:myBarButton]] addGestureRecognizer:myGesture];
This is more difficult than it ought to be, but this is clearly designed to stop people from fooling around with the buttons look and feel.
Note that Fixed/Flexible spaces are not counted as views!
In order to handle spaces you must have some way of detecting them, and sadly the SDK simply has no easy way to do this. There are solutions and here are a few of them:
1) Set the UIBarButtonItem's tag value to it's index from left to right on the toolbar. This requires too much manual work to keep it in sync IMO.
2) Set any spaces' enabled property to NO. Then use this code snippet to set the tag values for you:
NSUInteger index = 0;
for (UIBarButtonItem *anItem in [myToolbar items]) {
if (anItem.enabled) {
// For enabled items set a tag.
anItem.tag = index;
index ++;
}
}
// Tag is now equal to subview index.
[[[myToolbar subviews] objectAtIndex:myButton.tag] addGestureRecognizer:myGesture];
Of course this has a potential pitfall if you disable a button for some other reason.
3) Manually code the toolbar and handle the indexes yourself. As you'll be building the UIBarButtonItem's yourself, so you'll know in advance what index they'll be in the subviews. You could extend this idea to collecting up the UIView's in advance for later use, if necessary.
Instead of groping around for a subview you can create the button on your own and add a button bar item with a custom view. Then you hook up the GR to your custom button.
While this question is now over a year old, this is still a pretty annoying problem. I've submitted a bug report to Apple (rdar://9982911) and I suggest that anybody else who feels the same duplicate it.
You also can simply do this...
let longPress = UILongPressGestureRecognizer(target: self, action: "longPress:")
navigationController?.toolbar.addGestureRecognizer(longPress)
func longPress(sender: UILongPressGestureRecognizer) {
let location = sender.locationInView(navigationController?.toolbar)
println(location)
}
Until iOS 11, let barbuttonView = barButton.value(forKey: "view") as? UIView will give us the reference to the view for barButton in which we can easily add gestures, but in iOS 11 the things are quite different, the above line of code will end up with nil so adding tap gesture to the view for key "view" is meaningless.
No worries we can still add tap gestures to the UIBarItems, since it have a property customView. What we can do is create a button with height & width 24 pt(according to Apple Human Interface Guidelines) and then assign the custom view as the newly created button. The below code will help you perform one action for single tap and another for tapping bar button 5 times.
NOTE For this purpose you must already have a reference to the barbuttonitem.
func setupTapGestureForSettingsButton() {
let multiTapGesture = UITapGestureRecognizer()
multiTapGesture.numberOfTapsRequired = 5
multiTapGesture.numberOfTouchesRequired = 1
multiTapGesture.addTarget(self, action: #selector(HomeTVC.askForPassword))
let button = UIButton(frame: CGRect(x: 0, y: 0, width: 24, height: 24))
button.addTarget(self, action: #selector(changeSettings(_:)), for: .touchUpInside)
let image = UIImage(named: "test_image")withRenderingMode(.alwaysTemplate)
button.setImage(image, for: .normal)
button.tintColor = ColorConstant.Palette.Blue
settingButton.customView = button
settingButton.customView?.addGestureRecognizer(multiTapGesture)
}
I tried something similar to what Ben suggested. I created a custom view with a UIButton and used that as the customView for the UIBarButtonItem. There were a couple of things I didn't like about this approach:
The button needed to be styled to not stick out like a sore thumb on the UIToolBar
With a UILongPressGestureRecognizer I didn't seem to get the click event for "Touch up Inside" (This could/is most likely be programing error on my part.)
Instead I settled for something hackish at best but it works for me. I'm used XCode 4.2 and I'm using ARC in the code below. I created a new UIViewController subclass called CustomBarButtonItemView. In the CustomBarButtonItemView.xib file I created a UIToolBar and added a single UIBarButtonItem to the toolbar. I then shrunk the toolbar to almost the width of the button. I then connected the File's Owner view property to the UIToolBar.
Then in my ViewController's viewDidLoad: message I created two UIGestureRecognizers. The first was a UILongPressGestureRecognizer for the click-and-hold and second was UITapGestureRecognizer. I can't seem to properly get the action for the UIBarButtonItem in the view so I fake it with the UITapGestureRecognizer. The UIBarButtonItem does show itself as being clicked and the UITapGestureRecognizer takes care of the action just as if the action and target for the UIBarButtonItem was set.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(longPressGestured)];
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(buttonPressed:)];
CustomBarButtomItemView* customBarButtonViewController = [[CustomBarButtomItemView alloc] initWithNibName:#"CustomBarButtonItemView" bundle:nil];
self.barButtonItem.customView = customBarButtonViewController.view;
longPress.minimumPressDuration = 1.0;
[self.barButtonItem.customView addGestureRecognizer:longPress];
[self.barButtonItem.customView addGestureRecognizer:singleTap];
}
-(IBAction)buttonPressed:(id)sender{
NSLog(#"Button Pressed");
};
-(void)longPressGestured{
NSLog(#"Long Press Gestured");
}
Now when a single click occurs in the ViewController's barButtonItem (Connected via the xib file) the tap gesture calls the buttonPressed: message. If the button is held down longPressGestured is fired.
For changing the appearance of the UIBarButton I'd suggest making a property for CustomBarButtonItemView to allow access to the Custom BarButton and store it in the ViewController class. When the longPressGestured message is sent you can change the system icon of the button.
One gotcha I've found is the customview property takes the view as is. If you alter the custom UIBarButtonitem from the CustomBarButtonItemView.xib to change the label to #"really long string" for example the button will resize itself but only the left most part of the button shown is in the view being watched by the UIGestuerRecognizer instances.
I tried #voi1d's solution, which worked great until I changed the title of the button that I had added a long press gesture to. Changing the title appears to create a new UIView for the button that replaces the original, thus causing the added gesture to stop working as soon as a change is made to the button (which happens frequently in my app).
My solution was to subclass UIToolbar and override the addSubview: method. I also created a property that holds the pointer to the target of my gesture. Here's the exact code:
- (void)addSubview:(UIView *)view {
// This method is overridden in order to add a long-press gesture recognizer
// to a UIBarButtonItem. Apple makes this way too difficult, but I am clever!
[super addSubview:view];
// NOTE - this depends the button of interest being 150 pixels across (I know...)
if (view.frame.size.width == 150) {
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:targetOfGestureRecognizers
action:#selector(showChapterMenu:)];
[view addGestureRecognizer:longPress];
}
}
In my particular situation, the button I'm interested in is 150 pixels across (and it's the only button that is), so that's the test I use. It's probably not the safest test, but it works for me. Obviously you'd have to come up with your own test and supply your own gesture and selector.
The benefit of doing it this way is that any time my UIBarButtonItem changes (and thus creates a new view), my custom gesture gets attached, so it always works!
I know this is old but I spent a night banging my head against the wall trying to find an acceptable solution. I didn't want to use the customView property because would get rid of all of the built in functionality like button tint, disabled tint, and the long press would be subjected to such a small hit box while UIBarButtonItems spread their hit box out quite a ways. I came up with this solution that I think works really well and is only a slight pain to implement.
In my case, the first 2 buttons on my bar would go to the same place if long pressed, so I just needed to detect that a press happened before a certain X point. I added the long press gesture recognizer to the UIToolbar (also works if you add it to a UINavigationBar) and then added an extra UIBarButtonItem that's 1 pixel wide right after the 2nd button. When the view loads, I add a UIView that's a single pixel wide to that UIBarButtonItem as it's customView. Now, I can test the point where the long press happened and then see if it's X is less than the X of the customview's frame. Here's a little Swift 3 Code
#IBOutlet var thinSpacer: UIBarButtonItem!
func viewDidLoad() {
...
let thinView = UIView(frame: CGRect(x: 0, y: 0, width: 1, height: 22))
self.thinSpacer.customView = thinView
let longPress = UILongPressGestureRecognizer(target: self, action: #selector(longPressed(gestureRecognizer:)))
self.navigationController?.toolbar.addGestureRecognizer(longPress)
...
}
func longPressed(gestureRecognizer: UIGestureRecognizer) {
guard gestureRecognizer.state == .began, let spacer = self.thinSpacer.customView else { return }
let point = gestureRecognizer.location(ofTouch: 0, in: gestureRecognizer.view)
if point.x < spacer.frame.origin.x {
print("Long Press Success!")
} else {
print("Long Pressed Somewhere Else")
}
}
Definitely not ideal, but easy enough for my use case. If you need a specify a long press on specific buttons in specific locations, it gets a little more annoying but you should be able to surround the buttons you need to detect the long press on with thin spacers and then just check that your point's X is between both of those spacers.
#voi1d's 2nd option answer is the most useful for those not wanting to rewrite all the functionality of UIBarButtonItem's. I wrapped this in a category so that you can just do:
[myToolbar addGestureRecognizer:(UIGestureRecognizer *)recognizer toBarButton:(UIBarButtonItem *)barButton];
with a little error handling in case you are interested. NOTE: each time you add or remove items from the toolbar using setItems, you will have to re-add any gesture recognizers -- I guess UIToolbar recreates the holding UIViews every time you adjust the items array.
UIToolbar+Gesture.h
#import <UIKit/UIKit.h>
#interface UIToolbar (Gesture)
- (void)addGestureRecognizer:(UIGestureRecognizer *)recognizer toBarButton:(UIBarButtonItem *)barButton;
#end
UIToolbar+Gesture.m
#import "UIToolbar+Gesture.h"
#implementation UIToolbar (Gesture)
- (void)addGestureRecognizer:(UIGestureRecognizer *)recognizer toBarButton:(UIBarButtonItem *)barButton {
NSUInteger index = 0;
NSInteger savedTag = barButton.tag;
barButton.tag = NSNotFound;
for (UIBarButtonItem *anItem in [self items]) {
if (anItem.enabled) {
anItem.tag = index;
index ++;
}
}
if (NSNotFound != barButton.tag) {
[[[self subviews] objectAtIndex:barButton.tag] addGestureRecognizer:recognizer];
}
barButton.tag = savedTag;
}
#end
I know it is not the best solution, but I am going to post a rather easy solution that worked for me.
I have created a simple extension for UIBarButtonItem:
fileprivate extension UIBarButtonItem {
var view: UIView? {
return value(forKey: "view") as? UIView
}
func addGestureRecognizer(_ gestureRecognizer: UIGestureRecognizer) {
view?.addGestureRecognizer(gestureRecognizer)
}
}
After this, you can simply add your gesture recognizers to the items in your ViewController's viewDidLoad method:
#IBOutlet weak var myBarButtonItem: UIBarButtonItem!
func setupLongPressObservation() {
let recognizer = UILongPressGestureRecognizer(
target: self, action: #selector(self.didLongPressMyBarButtonItem(recognizer:)))
myBarButtonItem.addGestureRecognizer(recognizer)
}
#utopians answer in Swift 4.2
#objc func myAction(_ sender: UIBarButtonItem, forEvent event:UIEvent) {
let longPressed:Bool = (event.allTouches?.first?.tapCount).map {$0 == 0} ?? false
... handle long press ...
}
Ready for use UIBarButtonItem subclass:
#objc protocol BarButtonItemDelegate {
func longPress(in barButtonItem: BarButtonItem)
}
class BarButtonItem: UIBarButtonItem {
#IBOutlet weak var delegate: BarButtonItemDelegate?
private let button = UIButton(type: .system)
override init() {
super.init()
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
private func setup() {
let recognizer = UILongPressGestureRecognizer(
target: self,
action: #selector(longPress)
)
button.addGestureRecognizer(recognizer)
button.setImage(image, for: .normal)
button.tintColor = tintColor
customView = button
}
override var action: Selector? {
set {
if let action = newValue {
button.addTarget(target, action: action, for: .touchUpInside)
}
}
get { return nil }
}
#objc private func longPress(sender: UILongPressGestureRecognizer) {
if sender.state == .began {
delegate?.longPress(in: self)
}
}
}
This is the most Swift-friendly and least hacky way I came up with. Works in iOS 12.
Swift 5
var longPressTimer: Timer?
let button = UIButton()
button.addTarget(self, action: #selector(touchDown), for: .touchDown)
button.addTarget(self, action: #selector(touchUp), for: .touchUpInside)
button.addTarget(self, action: #selector(touchCancel), for: .touchCancel)
let undoBarButton = UIBarButtonItem(customView: button)
#objc func touchDown() {
longPressTimer = Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(longPressed), userInfo: nil, repeats: false)
}
#objc func touchUp() {
if longPressTimer?.isValid == false { return } // Long press already activated
longPressTimer?.invalidate()
longPressTimer = nil
// Do tap action
}
#objc func touchCancel() {
longPressTimer?.invalidate()
longPressTimer = nil
}
#objc func longPressed() {
// Do long press action
}

NSCollectionViewItem double-click action?

How do I set an action for when a user double clicks an NSCollectionViewItem. NSTableView, for example, has the setDoubleAction method. Is there something similar for NSCollectionView?
Thanks
I know this question is ancient, but it comes up as the third result on Google right now, and I've found a different and very straightforward method that I haven't seen documented elsewhere. (I don't just need to manipulate the represented item, but have more complex work to do in my app.)
NSCollectionView inherits from NSView, so you can simply create a custom subclass and override mouseDown. This is not completely without pitfalls - you need to check the click count, and convert the point from the main window to your collection view's coordinate, before using NSCollectionView's indexPathForItem method:
override func mouseDown(with theEvent: NSEvent) {
if theEvent.clickCount == 2 {
let locationInWindow = theEvent.locationInWindow
let locationInView = convert(locationInWindow, from: NSApplication.shared.mainWindow?.contentView)
if let doubleClickedItem = indexPathForItem(at: locationInView){
// handle double click - I've created a DoubleClickDelegate
// (my collectionView's delegate, but you could use notifications as well)
...
This feels as if I've finally found the method Apple intended to be used - otherwise, there's no reason for indexPathForItem(at:) to exist.
You'd probably want to handle this in your NSCollectionViewItem, rather than the NSCollectionView itself (to work off your NSTableView analogy).