Alternating between several NSViews - objective-c

What I need may be pretty basic, but I'm definitely not sure as to how to proceed (I've done that before but none of my choices seem that Cocoa-friendly).
Ok, let's say we've got 2 NSViews - one next to the other:
The one on the left serves as a menu.
The one on the right will show a NSView (from a different XIB perhaps?) depending on the selection on the menu.
My questions :
How should I go about loading the different NSViews into the rightmost NSView?
How do I make sure that the subview (the one currently active) is properly resized when the window is resized?

rdelmar's solution should work, but another approach, which may be simpler, is to use an NSTabView to handle switching between the content views. You can hide NSTabView's tabs using the settings pane in interface builder, or by calling [self.tabView setTabViewType:NSNoTabsNoBorder]. I'd probably use a table view for the left side. When the user selects a row, you do something like:
-(void)tableViewSelectionDidChange:(NSNotification *)notification
{
[self.tabView selectTabViewItemAtIndex:[self.menuTableView selectedRow]];
}
The NSTabView can/will take care of properly resizing its content views as long as you've set up its and its content views' autoresizing masks (springs and struts) properly.

You should be able to create a custom view in IB that looks like your yellow view, and set its resizing behavior to expand in both directions with window resizing. Then, when you get your new view (by just referencing one you already have or loading a new xib), add it as a subview of the custom view, and set its frame to that of the custom view. I think that views resize their subviews by default, so it should resize correctly with the custom view.

Related

Getting around Subclassing UIView and Using Pictures in Storyboard

I'm trying to write my first iPhone app, and I'm running into a sort of design struggle. What I want to do is have a grid of icons and when you touch one, all the icons above and to the left will "activate" and all the ones below and to the right will "deactivate." If an icon is activated it shows one picture, and if it's not activated it shows another.
The problem I have is that I want to assign a gesture recognizer to each one of these individual icons, and when that icon is tapped, it needs to call a function that updates my grid of icons. But in order to properly update, the function needs to pass as arguments the location of the image in the grid and there's no way to call a function with arguments as part of a gesture recognizer.
So really all I need to do is extend UIImageView to hold two extra integers and the grid it's contained in, and then I could have the following code:
imageView.userInteractionEnabled = YES;
UITapGestureRecognizer *tapgr = [[UITapGestureRecognizer alloc] initWithTarget:
self action:#selector(handleTap)];
[imageView addGestureRecognizer:tapgr];
:
:
- (void)handleTap
{
[self.grid updateTableFromRow:self.row andCol:self.col
}
So I suppose this is one way of doing it, but I'm told that I'm not supposed to extend classes in Objective-C, that I should build them from the ground up. In this case, I would just make a custom view with all the properties and/or instance variables I need and I would just fill this custom view with the UIImageView.
This is mostly fine, except when it comes to building my Storyboard. I put all the code that manages and creates this table of icons (programmatically) in another custom view, GridOfIconsView. So on the Storyboard I drag out a custom view and set to be a GridOfIconsView, but then I just see a big white rectangle, and I really want to be able to visualize my app in Storyboard. I know that I can drag out actual image files that I use for the icons onto Storyboard and set them to be a custom view, but then how does that work? Is that image just a background to the custom view? Would I be able to change it programmatically? So if the activated image was a green square, but the deactivated was a red one and I initially dragged out red squares to the Storyboard, would I have access to that red square image?
And a more concerning issue is that I want to manage all these icons in a data structure, either as a 2d array (id icons[][]) or a NS(Mutable?)Array of NS(Mutable?)Arrays. Either way, how could I initialize the data structure to contain links to all these? The grid will be probably 8x8 or 10x10, and there's no way I'm going to have 64-100 #propertys connecting these icons. I'm thinking the only way to sensible organize this is programmatically, but then still, how can I visualize it in Storyboard?
First, it's completely fine to extend classes in Objective-C, and it's done all the time. UIView, UIViewController, UIComponent, etc., were all designed specifically to be subclassed and extended.
However, there are two ways you can do this that are much simpler than extending the class. First, you can have your grid as you already do, where each view has a gesture recognizer attached that calls back to a method on the view controller. Then, you can set a tag on each view (or even just use the view's frame for identification), and read that from the callback method (the gesture recognizer is passed back to the callback method). For example, let's say you had a grid of 4x4 views and you simply numbered them starting in the top-left, advancing each column to the right and then each row, from 0 to 11, you could easily identify the view as such:
// The system automatically passes the gesture recognizer as the only parameter
- (void)handleTap:(UIGestureRecognizer)gestureRecognizer
{
NSInteger viewNumber = [[gestureRecognizer view] tag];
// do something with this view
}
The other way you can do it is to have a single gesture recognizer on the parent view, and then in your -handleTap: callback, you'd query the position of the tap in the view. If the position is within the frame of any of your views, you'd know which one and what to do with it. If not, you could ignore it. This solution requires slightly more math, but also requires far less maintenance and far fewer gesture recognizer that need to be wired up. I would recommend this solution over tagging your views.

UIScrollView longer than VC

I've been working with some UIScrollView objects that are longer than the view controllers they are contained by (this is in storyboard). Right now if I want to move objects that aren't initially shown I have to resize both the view controller and the scroll view. I also have to do this to add new objects to an initially non-displayed area. I know that I can do these things with the dimension inspector, but if I do that I can't tell what the layout looks like.
Is there another way to do this? I haven't been able to find a way to make the scroll view "scroll" inside of storyboard/IB. And it's kind of a pain to do layout this way.

What is the proper way to deal with changing a single UIView within a storyboard scene

Lets say I have a scene which includes a UIView container on the top half of the screen, and a UIView container on the bottom half of the screen and a few buttons at the very bottom of the screen.
Basically the bottom container will always display static text while the buttons across the bottom will change the content of the top container which may include an image, more buttons, or more text depending on what button is pressed on the bottom. Also each time a bottom button is pressed the top container is transitioned to the new view with a flip from bottom transition.
I have achieved this purely programmatically, but decided to convert my app to a storyboard file since it makes producing the rest of my app much faster and simpler, plus makes the code not look like a crazy mess.
My limited understanding of storyboards seems to deduce that I would need a separate story board scene for every UIView change, and Apple's coding conventions with storyboards seem to imply that we should use a new ViewController every time you create a new scene. All this adds up to an even bigger mess than I currently have.
Is there a better way of doing this? Am I misunderstanding something? If I am not confused, is there some way to make all these scene and view controller duplication cleaner?
The storyboard editor makes it difficult to do what you're describing, because it doesn't let you edit freestanding views associated with a scene.
I suggest you just create a separate nib (not storyboard) for each of the top-half views. These can exist separate from your storyboard. Your view controller (which is instantiated from the storyboard) can then load whichever nib it needs when a button is pressed, and put the view from the nib into its (the view controller's) top-level view.
There must be a way!
I accidentally opened one one day (see attached image). Although I have no idea how I did it and really really want to know, I cannot reproduce it, nor close it. The UIView opened when I was dragging my connection for the table header view from the Connections Inspector to the list of controls on the left side of the screen (not to the actual UIViewController).
I too am reworking a project with storyboards and have a similar problem with multiple views per UIViewController.
In this case it is a table header. I have other UIViewControllers in the project with the same configuration but I cannot get them to pop up either.

Cocoa Merging Custom Views

Currently, I have an NSStatusItem that, when clicked, shows a custom view below it. The view contains some information and text fields. What I need is for a separate custom view to merge with the first and appear below it, as in further down the screen, not on top or behind the original view. This needs to be a separate view because there are actually several custom view that will be appended depending on what the user does in the first view. I would like to be able to independently add or remove each of these without affecting the others. I've dug through apple documentation but I haven't found anything about putting one custom view inside another programatically.
NSView has an addSubview:positioned:relativeTo: method you can use to add and order views to appear above or below each other. Use superview: to access this method on a container from any of its subviews.
Edit:
Try adding both views to an NSSplitView with a hidden divider. To hide the divider, subclass NSSplitView and override the dividerThickness: method to return 0;

Drawing an "NSView" to a Custom-View - How? Am I taking the right approach?

I'm using Objective-C and Cocoa, whilst developing for Mac OS X - so not the iPhone/Cocoa Touch. (That said, I'd be interested if it was the same procedure for the iPhone)
I'm working on a preferences window for a simple app. I have a NSWindow with a toolbar - there are 5 different items on the toolbar, all of which need to bring up a different set of options.
So I set the NSToolbar and its items in Interface Builder, and then placed a custom view underneath the menu - taking up the rest of the window. My plan is to work out the interface too each of the NSToolbarItems options, and then draw the corresponding view on to the custom view when the specified NSToolbarItem is clicked.
I'm guessing that I simply create a NSView sub-class for each view, an empty xib in Interface Builder - set the xib to my custom NSView, code it as usual... But here's a few problems;
1 - Just how can I get the xib file to appear on the custom-view then? I have looked around and most articles don't seem to have this situation, or a situation I can relate too.
2 - When the window comes up, I want the default view to appear on the custom view. Once again, I'm guessing I just write that in the initialisation code for the NSWindow - its no big deal. It just goes back to question 1 though - how do I draw my NSView to the custom-view specified in Interface Builder?
I'd be really grateful for any help!
Cheers in advance.
So I set the NSToolbar and its items in Interface Builder, and then placed a custom view underneath the menu - taking up the rest of the window.
You can't have a menu inside of a window. You can have a pop-up button, which has a menu, but not a menu directly. Did you mean “toolbar” here?
You don't need to create a custom view for this. Make a tab view and set it to be tabless. Give it as many tab view items as you have toolbar items. In your controller, write an action method for each of the toolbar items, and in each action method, switch the active tab of the tab view.
You can activate different tabs in IB to populate them with views in IB. The active tab is saved in the nib, so make sure you set it back to the first tab before saving, so that the first tab is the one that's initially active when your app runs.
Just how can I get the xib file to appear on the custom-view then?
That question doesn't make sense.
Once again, I'm guessing I just write that in the initialisation code for the NSWindow - its no big deal.
You would only be able to do that if you have your own initialization code for the window, which you would only have if you have subclassed NSWindow. There are very few reasons to do that; unless you're making the window itself look different (not making an Aqua or HUD window), you should move that initialization code elsewhere, probably to the aforementioned controller (which should be the File's Owner of the nib).
It just goes back to question 1 though - how do I draw my NSView to the custom-view specified in Interface Builder?
A custom view in Interface Builder is a plain NSView (unless you explicitly change it to a subclass of NSView you create). However, you do not need one for anything you have described in your question.