i am a beginner in mac development. i am developing an application with Toolbar. i just want to add Two customized Button in the tool bar.
The ToolBar will be looking like this. i have tried this using XIB, but i did not get this thing,.,.
any ideas about this,.
thanks in advance
Short answer: you need to validate each toolbar item that is not default.
Long answer:
First you need to connect actions of NSToolbarItem to a IBAction in your code.
Then you have two option:
Let the automatic validator do his job by simply checking if there is valid target/action pair.
Validate each toolbar item yourself. You can check here if there is anything to Copy/Paste
Exemple of validation:
- (BOOL)validateUserInterfaceItem:(id < NSValidatedUserInterfaceItem >)theMenuItem {
BOOL enable = NO;
if ([theMenuItem action] == #selector(myCopy:)) {
if (isThereSomethingToCopy)
enable = YES;
}
else if ([theMenuItem action] == #selector(myPaste:)) {
if ( (isThereSomethingToPaste) && (thereIsValidPasteTarget) )
enable = YES;
}
return enable;
}
Related
I an new to macOS XCode Obj-C so bear with me. I am trying to use validateMenuItem to disable and enable specific menu items.
I currently have this working to disable and enable *all menu items:
BOOL g_bEnableAllMenus = YES;
and then I am using the validateMenuItem
- (BOOL)validateMenuItem:(NSMenuItem *)item
{
if( !g_bEnableAllMenus )
return NO;
return YES;
}
To test, I am calling g_bEnableAllMenus in awakeFromNib and it is disabling all my menu items correctly.
- (void)awakeFromNib {
g_bEnableAllMenus = NO;
}
What I am trying to do now is this scenario:
Instead of g_bEnableAllMenus disabling and enabling ALL menu items when g_bEnableAllMenus = YES/NO; is called, I want it to disable all menu items EXCEPT a list of several other menuItems under a menu called TestMenu.
Then I want this list of other menu items under TestMenu separately controlled with a different BOOL: so I can enable and disable this menu item separately and not have it changed by g_bEnableAllMenus - only by g_bEnableTestMenu.
BOOL g_bEnableTestMenu = YES;
There is where I am stuck. I think I have to use some combination of [item action] == #selector(TestMenuItem:) in validateMenuItem so when g_bEnableTestMenu == NO it disables all menu items under my TestMenu (but doesn't touch other menu items).
Then when g_bEnableAllMenus == NO it still disables all my menus (as it correctly does now) but excludes my TestMenu.
Here's a more concrete answer based on my comment above.
You can set a tag value on a menu item to avoid having to match by action/selector. If you're creating the menu items in code just set the .tag property directly; in an .xib layout set it on the main properties tab of the menu item:
Then in your validation handler you can just check the range of the tag:
func validateUserInterfaceItem(_ item: NSValidatedUserInterfaceItem) -> Bool {
if item.tag >= 1000 && item.tag <= 1100 {
// return your test validation logic result
} else {
// return your normal validation result
}
}
Of course you could improve this sample by defining constants for your test-menu-item tag range min and max, or with other data structures (e.g. a CaseIterable enum of test-item tag values). You might want to use tags for other groups of commands that share validation logic that isn't readily determined by selectors/responder-chain.
I have an old app where I have 5 tabs. Each tab have list of ads & there is details. Also each tab have respective add ad. Design for all 5 tabs is same except some changes, so I decided to use 1 screen only for all 5 tabs.
Now what I am doing is while add ad, I am checking which tab I am and based on tab bar index, I am showing hiding fields. Same is applicable for details screen also. Sample code is as shown below.
if (self.tabBarController.selectedIndex==0) {
field1.hidden = NO;
} else if (self.tabBarController.selectedIndex==1) {
field1.hidden = NO;
} else if (self.tabBarController.selectedIndex==2) {
field1.hidden = NO;
} else if (self.tabBarController.selectedIndex==3) {
field1.hidden = NO;
} else if (self.tabBarController.selectedIndex==4) {
field1.hidden = YES;
}
Now I have around 15 fields for each form so I write this code for all fields.
What I noticed that client change the tab bar position continuously so I was looking for efficient way of doing it.
Right now what I do is at all places manually change index positions by doing Search-Replace, however I dont like this.
I was looking for a way where instead of selectedIndex, I was looking for someconstant value that I will assign to tab item of tab bar, so my code will change as below
if (self.tabBarController.selectedIndex==adType_News) {
field1.hidden = NO;
} else if (self.tabBarController.selectedIndex==adType_Occasions) {
.
.
And so on...
This way, I only need to change in the storyboard and code level will not have any changes.
Is there way where I can achieve this?
Main Issue
As client ask to change tab bar completely, I need to make changes of selectedIndex changes at all places which I don't like and feel more in-efficient way. So I was looking for a way where I will make change in storyboard only and coding level there won't be any change.
The main issue for me is changing selectedIndex in all files which make more error.
I think I understand the question to mean that the code is full of number literals, referring to the selected index of the tabbar, and the business requirements about the ordering of items are shifting. Fix by changing the literals to something symbolic that can be controlled centrally:
// in a new file, indexes.h
#define INDEXA (0)
#define INDEXB (1)
#define INDEXC (2)
// wherever existing code refers to the tab selection
#import "indexes.h"
// in the code, for example if selectedIndex == 2, change to
if (self.tabBarController.selectedIndex==INDEXC) {
// ...
The project have some views with different buttons. When I hide a view and show the other view, I can't get the focus on my button.
I think is related to setNeedsFocusUpdate. I have read the Apple doc. There is not any example.
Does anyone know how to do it and put an example (Objective C)?
You need to override preferredFocusedView, and when you are hiding one view and showing there call this method setNeedsFocusUpdate, your preferredFocusedView implementation should be something like this
- (UIView *)preferredFocusedView
{
// Add your logic here, it could be more complicated then what is below
if (view1.hidden)
{
return _button;
}
else
{
return _button2
}
}
And if you want to make custom view get focus, override canBecomeFocused method and return true
Edit
You can use add a breakpoint and execute this command po [buttonYouWantToFocus _whyIsThisViewNotFocusable] it will tell you why its not focusable.
If you are adding a sub view programmatically, maybe this is what you want:
- (UIView *)preferredFocusedView {
return [view1 preferredFocusedView];
}
I realize your question is specific to Objective-C but here is a way to solve for this in Swift. You need to override the preferredFocusedView property.
override var preferredFocusedView: UIView? {
guard primaryView.hidden == false else {
return secondaryView
}
return primaryView
}
Then just call setNeedsFocusUpdate() whenever an event happens that causes your views to be hidden. Hope this helps...
Another option (if you don't want to use preferredFocusedView) is, instead of setting your view to be hidden, simply remove it from it's superview, like so:
myView.removeFromSuperview()
This automatically takes the focus away from the button that is removed and gives it to another one that is still on screen.
In Cocoa/AppKit, given a screen from [NSScreen screens], how can I find out if there's a full-screen app running on that specific screen? I'm mostly interested in apps that use the Cocoa APIs for full-screen, but if there's a solution that also encompasses other types of full-screen apps, even better. The solution needs be able to pass Mac App Store approval.
My specific use case involves a menu bar app (NSStatusItem) and figuring out whether or not a menubar is shown at all on [NSScreen mainScreen] in order to allow a global keyboard shortcut to show either a popover positioning on the status item (if it's visible) or a floating window if there's no visible status item.
NSScreens themselves don't seem to expose any information about windows/apps, and NSRunningApplication doesn't expose this information either.
Are there perhaps Carbon APIs for finding this out? For example, if I have a list of windows, I could iterate through them and see if any window frames match the screens' frame exactly. On the other hand, there might be apps that have a frame like that but run underneath other apps (like the Backdrop app, https://itunes.apple.com/us/app/backdrop/id411461952?mt=12), so an approach like this would need to look at window levels.
You can try the CGWindowList API, such as CGWindowListCopyWindowInfo().
If you just want to know if the menu bar is showing, you should be able to check -[NSApplication currentSystemPresentationOptions] for NSApplicationPresentationAutoHideMenuBar or NSApplicationPresentationHideMenuBar. That method can also tell you if the active app is in Cocoa full-screen mode (NSApplicationPresentationFullScreen).
Here's a solution based on CGWindowListCopyWindowInfo in Swift.
func fullScreenWindows(fullScreen: Bool) -> [CGWindowID] {
var winList: [CGWindowID] = []
// if you want to get the windows in full screen, you MUST make sure the option excluding 'optionOnScreenOnly'
let option: CGWindowListOption = fullScreen ? .excludeDesktopElements : [.excludeDesktopElements, .optionOnScreenOnly]
guard let winArray: CFArray = CGWindowListCopyWindowInfo(option, kCGNullWindowID) else {
return winList
}
for i in 0..<CFArrayGetCount(winArray) {
// current window's info
let winInfo = unsafeBitCast(CFArrayGetValueAtIndex(winArray, i), to: CFDictionary.self)
// current window's bounds
guard let boundsDict = (winInfo as NSDictionary)[kCGWindowBounds],
let bounds = CGRect.init(dictionaryRepresentation: boundsDict as! CFDictionary) else {
continue
}
// to check the window is in full screen or not
guard __CGSizeEqualToSize(NSScreen.main!.frame.size, bounds.size) else {
continue
}
// current window's id
guard let winId = (winInfo as NSDictionary)[kCGWindowNumber] as? CGWindowID,
winId == kCGNullWindowID else {
continue
}
winList.append(winId)
}
return winList
}
Here's a solution based on CGWindowListCopyWindowInfo, as Ken Thomases suggested in his answer:
- (BOOL)fullScreenAppPresentOn:(NSScreen *)screen
{
// Get all of the visible windows (across all running applications)
NSArray<NSDictionary*> *windowInfoList = (__bridge_transfer id)CGWindowListCopyWindowInfo(kCGWindowListOptionOnScreenOnly | kCGWindowListExcludeDesktopElements, kCGNullWindowID);
// For each window, see if the bounds are the same size as the screen's frame
for (int windowInfoListIndex = 0; windowInfoListIndex < (int)windowsInfoList.count; windowInfoListIndex++)
{
NSDictionary *windowInfo = windowInfoList[windowInfoListIndex];
CFDictionaryRef windowInfoRef = (__bridge CFDictionaryRef) windowInfo[(__bridge NSString *)kCGWindowBounds];
CGRect windowBounds;
CGRectMakeWithDictionaryRepresentation(windowInfoRef, &windowBounds);
if (CGRectEqualToRect([screen frame], windowBounds))
{
return YES;
}
}
return NO;
}
Is there a way to set the starting selected segment in a UISegmentedControl in Interface Builder, or do I have to do it in the code? If it's in the code, is viewDidLoad the best place to set it?
From code, you can do:
self.segmentedControl.selectedSegmentIndex = someDefaultIndex
Whether you should set it in viewDidLoad: or not depends entirely on the structure of your application. For example, if your app is starting up and loading the view for the first time and needs to set the control to whatever value it had during the previous run of the app, then it definitely makes sense to do it there.
In Interface Builder when you select UISegmentedControl object on your UI, then in attributes pane, in segment control there's segment drop down menu, select segment that you want selected (0,1 and so on) and tick the 'selected' option below it.
Select default value for your UISegmentedControl via storyBoard
Open ur storyboard and select the UISegmentedControl
Select atributes inspector of your UISegmentedControl (in the right corner)
Search the 'segment' atribute and open de dropdown.
Select the item you want to be selected by default.
Mark the selected checkbox to set selected by default.
If you don't use storyboards and want to set a default index after some setup/networking like me, this little snippet will select something if the user hasn't. I placed this in my subclass of UISegmentedControl, but you could place this anywhere. (Swift 3)
Decl: var UISegmentedControlNoSegment: Int { get }
Desc: A segment index value indicating that there is no selected segment. See selectedSegmentIndex for further information.
Short version:
if selectedSegmentIndex == UISegmentedControlNoSegment {
selectedSegmentIndex = initialIndex
}
Longer version
func reloadData() {
guard let numberOfItems = dataSource?.numberOfItems() else {
return
}
removeAllSegments()
for index in 0...numberOfItems {
insertSegment(with: $image, at: index, animated: false)
}
if selectedSegmentIndex == UISegmentedControlNoSegment {
selectedSegmentIndex = initialIndex
}
}
After clicking the Segmented Control go to where you created the segments and choose the one you want be default. Then below that there will be a Box with "Selected" by it. Select that and it will be default.